Code:

matrix matMtl;

texture mtlSkin1;
texture mtlSkin2;

float4 AlphaX = {1.0, 1.0, 1.0, 0.5};
// change 0.5 to your alpha (0 - 1)

technique makewater2
{
pass p0
{
AlphaBlendEnable = true;
//AlphaTestEnable = true; // <-- you may need to add this
Zenable = True;
ZwriteEnable = True;

BlendOp=Add;
Lighting=True;

Texture[0] = <mtlSkin1>;
Texture[1] = <mtlSkin2>;

magFilter[0] = linear;
minFilter[0] = linear;
mipFilter[0] = linear;

COLOROP[0] = BumpEnvMap;
COLORARG1[0] = Texture;
COLORARG2[0] = Current;

TexCoordIndex[0] = 1;
TextureTransformFlags[0] = Count2;
TextureTransform[0] = <matMtl>;


magFilter[1] = Linear;
minFilter[1] = Linear;
mipFilter[1] = Linear;

AddressU[1] = Clamp;
AddressV[1] = Clamp;

ColorOp[1] = Modulate;
ColorArg1[1] = Texture;
ColorArg2[1] = Current;

ColorOp[2] = Modulate;
ColorArg1[2] = AlphaX;
ColorArg2[2] = Current;

texcoordindex[1] = cameraspaceposition | 1;
cameraspacereflectionvector
TextureTransformFlags[1] = count3 | projected;
TextureTransform[1] = {
0.8, 0.0, 0.0, 0.0,//u-scale of lake rgb texture CHANGE THIS TO YOUR NEEDS!
0.0, 1.0, 0.0, 0.0,//v-scale of lake rgb texture CHANGE THIS TO YOUR NEEDS!
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
};
}
}

//technique fallback { pass p0 { } }




xXxGuitar511
- Programmer