material Examples/SphereMappedRustySteel { technique { pass { texture_unit { texture RustySteel.jpg } texture_unit { texture spheremap.png colour_op_ex add src_texture src_current colour_op_multipass_fallback one one env_map spherical } } } } material Examples/OgreLogo { technique { pass { ambient 0.8 0.8 0.8 texture_unit { texture ogrelogo.png } } } } material Examples/BeachStones { technique { pass { ambient 0.1 0.1 0.1 texture_unit { texture BeachStones.jpg } } } } material Examples/TrippySkyBox { technique { pass { lighting off depth_write off texture_unit { texture nm.png cubic tex_address_mode clamp } } } } material Examples/SpaceSkyBox { technique { pass { lighting off depth_write off texture_unit { texture stevecube.jpg cubic tex_address_mode clamp } } } } material Examples/SceneSkyBox2 { technique { pass { lighting off depth_write off texture_unit { texture studio_garden.jpg cubic tex_address_mode clamp } } } } material Examples/CloudyNoonSkyBox { technique { pass { lighting off depth_write off texture_unit { texture cloudy_noon.jpg cubic tex_address_mode clamp } } } } material Examples/StormySkyBox { technique { pass { lighting off depth_write off texture_unit { texture stormy.jpg cubic tex_address_mode clamp } } } } material Examples/EarlyMorningSkyBox { technique { pass { lighting off depth_write off texture_unit { texture early_morning.jpg cubic tex_address_mode clamp } } } } material Examples/MorningSkyBox { technique { pass { lighting off depth_write off texture_unit { texture morning.jpg cubic tex_address_mode clamp } } } // HDR technique (fake) technique { // this causes the current FFP technique to be picked // over the RTSS generated one // scheme HDR pass { lighting off depth_write off rtshader_system HDR {} // connect and set the scheme for the RTSS texture_unit { texture morning.jpg cubic tex_address_mode clamp // blow out the light a bit colour_op_ex modulate src_texture src_manual 1.7 1.7 1.7 } } } } fragment_program Examples/MorningCubeMapHDRfp cg { source hdr.cg entry_point morningcubemap_fp profiles ps_2_0 arbfp1 } material Examples/MorningCubeMap { technique { pass { lighting off texture_unit { texture morning.jpg cubic tex_address_mode clamp env_map cubic_reflection } } } // HDR technique (fake) technique { scheme HDR pass { lighting off fragment_program_ref Examples/MorningCubeMapHDRfp { } texture_unit { texture morning.jpg cubic tex_address_mode clamp env_map cubic_reflection } } } } material Examples/EveningSkyBox { technique { pass { lighting off depth_write off texture_unit { texture evening.jpg cubic tex_address_mode clamp } } } } material Examples/DynamicCubeMap { technique { pass { texture_unit { content_type compositor CubeMap tex tex_address_mode clamp env_map cubic_reflection } } } } material Examples/CloudySky { technique { pass { lighting off depth_write off texture_unit { texture clouds.jpg scroll_anim 0.15 0 } } } } material Examples/RustySteel { technique { pass { texture_unit { texture RustySteel.jpg } } } } material Examples/Chrome { technique { pass { texture_unit { texture Chrome.jpg env_map spherical } } } } material Examples/SpaceSkyPlane { technique { pass { lighting off depth_write off texture_unit { texture spacesky.jpg } } } } material Examples/OgreDance { technique { pass { lighting off scene_blend alpha_blend cull_hardware none texture_unit { anim_texture ogredance.png 8 2 filtering none } } } } material Examples/OgreParade : Examples/OgreDance { technique { pass { texture_unit { scroll 0.5 0 scale 0.5 0.5 scroll_anim 0 0.5 } } } } material Examples/OgreSpin : Examples/OgreDance { technique { pass { texture_unit { texture ogredance_1.png rotate_anim 0.25 tex_address_mode clamp } } } } material Examples/OgreWobble : Examples/OgreDance { technique { pass { texture_unit { texture ogredance_6.png wave_xform scale_x sine 1 1.2 0 0.35 wave_xform scale_y sine 1 1 0.5 0.25 tex_address_mode clamp } } } } material Examples/BumpyMetal { technique { pass { ambient 0.75 0.75 0.75 texture_unit { texture BumpyMetal.jpg } } } } material Examples/WaterStream { technique { pass { ambient 0.1 0.1 0.1 scene_blend add depth_write off cull_hardware none texture_unit { texture Water01.jpg scroll_anim 0.125 0 } texture_unit { texture Water01.jpg wave_xform scroll_y sine 0 0.1 0 0.25 } } } } material Examples/WaterStream/OIT : Examples/WaterStream { technique { pass { diffuse 1 1 1 0.9 rtshader_system { weighted_blended_oit on } } } } material Examples/Flare { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour texture_unit { texture flare.png } } } } material Examples/Flare2 { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour texture_unit { texture flaretrail.png } } } } material Examples/Flare3 { technique { pass { lighting off scene_blend alpha_blend depth_write off diffuse vertexcolour texture_unit { texture flare_alpha.dds } } } } material Examples/FlarePointSprite { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour point_sprites on point_size 2 point_size_attenuation on texture_unit { texture flare.png } } } } material Examples/Droplet { technique { pass { emissive 0.3 0.3 0.3 scene_blend colour_blend depth_write off diffuse vertexcolour lighting off texture_unit { texture basic_droplet.png } } } } material Examples/Hilite/Yellow { technique { pass { texture_unit { texture dkyellow.png } } } } material Examples/Rocky { technique { pass { ambient 0.2 0.2 0.2 texture_unit { texture egyptrockyfull.jpg } } } } material Examples/10PointBlock { technique { pass { texture_unit { texture 10points.png } } } } material Material__25 { technique { pass { texture_unit { texture texmap2.jpg } } } } material "2 - Default" { technique { pass { texture_unit { texture MtlPlat2.jpg } } } } material "Material #8" { technique { pass { texture_unit { texture body.jpg } } } } material "Material #3" { technique { pass { texture_unit { texture head4.jpg } } } } material "Material #9" { technique { pass { texture_unit { texture legs.jpg } } } } material Examples/Fish { technique { pass { texture_unit { texture steelhead.png } } } } material Examples/Ninja { technique { pass { texture_unit { texture nskingr.jpg } } } } material Examples/Robot { technique { pass { texture_unit { texture r2skin.jpg } } } } material Examples/GrassFloor { technique { pass { texture_unit { texture grass_1024.jpg } } } } vertex_program Examples/GrassWaverVpCg hlsl { source Grass.cg entry_point grass_vp } fragment_program Examples/GrassWaverFpCg hlsl { source Grass.cg entry_point grass_fp } vertex_program Examples/GrassWaverVpGLSL glsl glsles { source GrassVp.glsl } fragment_program Examples/GrassWaverFpGLSL glsl glsles { source GrassFp.glsl default_params { param_named diffuseMap int 0 } } fragment_program Examples/GrassWaverFp unified { delegate Examples/GrassWaverFpGLSL delegate Examples/GrassWaverFpCg default_params { param_named_auto alphaThresh surface_alpha_rejection_value } } vertex_program Examples/GrassWaverVp unified { delegate Examples/GrassWaverVpGLSL delegate Examples/GrassWaverVpCg default_params { param_named_auto worldViewProj worldviewproj_matrix param_named_auto ambient ambient_light_colour param_named_auto objSpaceLight light_position_object_space 0 param_named_auto lightColour light_diffuse_colour 0 param_named_auto offset custom 999 } } material Examples/GrassBlades/Caster { technique { pass { cull_hardware none alpha_rejection greater 150 diffuse 0 0 0 texture_unit { tex_address_mode clamp texture gras_02.png } } } } material Examples/GrassBlades { transparency_casts_shadows on receive_shadows on technique { shadow_caster_material Examples/GrassBlades/Caster pass { alpha_rejection greater 150 cull_hardware none texture_unit { tex_address_mode clamp texture gras_02.png } } } } material Examples/GrassBladesWaver : Examples/GrassBlades { technique { pass { // Vertex program waving grass vertex_program_ref Examples/GrassWaverVp { } fragment_program_ref Examples/GrassWaverFp { } } } } material Examples/Rockwall { technique { pass { texture_unit { texture rockwall.tga } } } } material Examples/Aureola { technique { pass { lighting off scene_blend alpha_blend depth_write off diffuse vertexcolour cull_hardware none texture_unit { // FreeImage reads texture as 32 bpp, // so either texture is 16-bit per // channel when it should be 8-bit or // FreeImage has a bug. Either way // do not set texture type for now. //texture aureola.png PF_BYTE_LA texture aureola.png tex_address_mode clamp } } } } // Test hardware morph animation (no normals) material Examples/HardwareMorphAnimation { technique { pass { vertex_program_ref Ogre/HardwareMorphAnimation { // all default } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } texture_unit { colour_op_ex source1 src_current src_current } } } } // Test hardware pose animation (no normals) material Examples/HardwarePoseAnimation { technique { pass { vertex_program_ref Ogre/HardwarePoseAnimation { // all default } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } texture_unit { tex_coord_set 0 colour_op_ex source1 src_current src_current } } } } // Test hardware morph animation (with normals) material Examples/HardwareMorphAnimationWithNormals { technique { pass { vertex_program_ref Ogre/HardwareMorphAnimationWithNormals { // all default } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } texture_unit { colour_op_ex source1 src_current src_current } } } } // Test hardware pose animation (no normals) material Examples/HardwarePoseAnimationWithNormals { technique { pass { vertex_program_ref Ogre/HardwarePoseAnimationWithNormals { // all default } fragment_program_ref Ogre/BasicFragmentPrograms/PassthroughFP { } texture_unit { tex_coord_set 0 colour_op_ex source1 src_current src_current } } } } material RustyBarrel { technique { pass { ambient 0.5 0.5 0.5 1.0 diffuse 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 12.5 emissive 0.0 0.0 0.0 1.0 texture_unit { texture RustyBarrel.png filtering trilinear } } } } material WoodPallet { receive_shadows on technique { pass { ambient 0.5 0.5 0.5 1.0 diffuse 1.0 1.0 1.0 1.0 specular 0.0 0.0 0.0 1.0 12.5 texture_unit { texture WoodPallet.png filtering trilinear } } } } material Examples/LightRibbonTrail { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour texture_unit { texture ribbonband.png 1d tex_address_mode clamp filtering none } } } } material Examples/TudorHouse { technique { pass { texture_unit { texture fw12b.jpg tex_address_mode clamp } } } } material jaiqua { technique { pass { texture_unit { texture blue_jaiqua.jpg tex_address_mode clamp } rtshader_system { // In case the system uses the RTSS, the following line will ensure // that hardware animation is used. // Alternatively, you can derive this information programatically via // HardwareSkinningFactory::prepareEntityForSkinning hardware_skinning 38 2 dual_quaternion true false } } } } material Examples/Plane/IntegratedShadows { technique { pass { // Single-pass shadowing texture_unit { texture MtlPlat2.jpg } texture_unit { // standard modulation blend content_type shadow tex_address_mode clamp } } } } fragment_program Examples/ShowUV_pHLSL hlsl { source Example_Basic.cg entry_point showuv_p target ps_2_0 } fragment_program Examples/ShowUV_pGLSL glsl glsles { source ShowUV.glsl } fragment_program Examples/ShowUV_p unified { delegate Examples/ShowUV_pGLSL delegate Examples/ShowUV_pHLSL } fragment_program Examples/ShowUVdir3D_pHLSL hlsl { source Example_Basic.cg entry_point showuvdir3d_p target ps_2_0 } fragment_program Examples/ShowUVdir3D_pGLSL glsl glsles { source ShowUVdir3D.glsl } fragment_program Examples/ShowUVdir3D_p unified { delegate Examples/ShowUVdir3D_pGLSL delegate Examples/ShowUVdir3D_pHLSL } vertex_program Examples/ShowTangents_vHLSL hlsl { source Example_Basic.cg entry_point basicPassthroughTangent_v target vs_2_0 default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowTangents_vGLSL glsl glsles { source ShowTangents.glsl default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowTangents_v unified { delegate Examples/ShowTangents_vGLSL delegate Examples/ShowTangents_vHLSL } vertex_program Examples/ShowNormals_vHLSL hlsl { source Example_Basic.cg entry_point basicPassthroughNormal_v target vs_2_0 default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowNormals_vGLSL glsl glsles { source ShowNormals.glsl default_params { param_named_auto worldViewProj worldviewproj_matrix } } vertex_program Examples/ShowNormals_v unified { delegate Examples/ShowNormals_vGLSL delegate Examples/ShowNormals_vHLSL } material Examples/ShowUV { technique { pass { vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureWithUV { param_named_auto worldViewProj worldviewproj_matrix } fragment_program_ref Examples/ShowUV_p { } } } technique { pass { vertex_program_ref Ogre/BasicVertexPrograms/AmbientOneTextureUnified { } fragment_program_ref Examples/ShowUV_p { } } } } material Examples/ShowTangents { technique { pass { vertex_program_ref Examples/ShowTangents_v { } fragment_program_ref Examples/ShowUVdir3D_p { } } } } material Examples/ShowNormals { technique { pass { vertex_program_ref Examples/ShowNormals_v { } fragment_program_ref Examples/ShowUVdir3D_p { } } } } material Examples/TransparentTest { technique { pass { ambient 0.2 0.2 0.2 scene_blend add depth_write off texture_unit { texture Water01.jpg scroll_anim 0.25 0 } texture_unit { texture Water01.jpg wave_xform scroll_y sine 0 0.1 0 0.5 } } } } material Examples/TextureEffect1 { technique { pass { ambient 0.75 0.75 0.75 cull_hardware none texture_unit { texture BumpyMetal.jpg rotate_anim 0.2 wave_xform scale_x sine 1 0.1 0 5 wave_xform scale_y sine 0.5 0.2 0.5 3 } } } } material Examples/TextureEffect2 { technique { pass { texture_unit { texture Water02.jpg scroll_anim 0.5 0 } } } } material Examples/TextureEffect3 { technique { pass { ambient 0.7 0.7 0.7 cull_hardware none texture_unit { texture Water01.jpg scroll_anim -0.25 0.1 } texture_unit { texture Water01.jpg colour_op_ex add src_texture src_current colour_op_multipass_fallback one one scroll_anim -0.1 0.25 } } } } material Examples/TextureEffect4 { technique { pass { ambient 0.3 0.3 0.3 scene_blend colour_blend cull_hardware none texture_unit { texture Water02.jpg scroll_anim 0.01 0.01 } } } } material Examples/EnvMappedRustySteel { technique { pass { texture_unit { texture RustySteel.jpg } texture_unit { texture spheremap.png colour_op_ex add src_texture src_current colour_op_multipass_fallback one one env_map spherical } } } } material Examples/TransparentBlue50 { technique { pass { scene_blend alpha_blend depth_write off texture_unit { colour_op_ex source1 src_manual src_current 0 0 1 alpha_op_ex source1 src_manual src_current 0.5 } } } } // material Examples/Passthrough // { // technique // { // pass // { // diffuse vertexcolour // specular vertexcolour // ambient vertexcolour // lighting off // } // } // } material DebugSphere1000 { technique { } } material Examples/WoodenFloor { technique { pass { texture_unit { texture WoodFloor043_1K_Color.jpg } rtshader_system { lighting_stage metal_roughness texture WoodFloor043_1K_MetalRoughness.jpg lighting_stage normal_map WoodFloor043_1K_NormalGL.jpg } } } } material Examples/PBR_Sphere { technique { pass { rtshader_system { lighting_stage metal_roughness } } } } material TestLevel_b0_m0/TEXFACE/Grass.jpg { receive_shadows on technique { pass { ambient 0.500000 0.500000 0.500000 1.000000 diffuse 0.800000 0.800000 0.800000 1.000000 texture_unit { texture grass_1024.jpg } } } } material TestLevel_b0_m0/TEXFACE/Soil.jpg { receive_shadows on technique { pass { ambient 0.500000 0.500000 0.500000 1.000000 diffuse 0.800000 0.800000 0.800000 1.000000 texture_unit { texture egyptrockyfull.jpg } } } }