//--------------------------------------------------------------------------- //These materials/shaders are part of the NEW InstanceManager implementation //Written by Matias N. Goldberg ("dark_sylinc") //--------------------------------------------------------------------------- material Examples/Instancing/ShaderBased/shadow_caster { technique { pass { rtshader_system { lighting_stage gbuffer depth hardware_skinning 70 1 linear } } } } material Examples/Instancing/ShaderBased/shadow_caster_dq { technique { pass { rtshader_system { lighting_stage gbuffer depth hardware_skinning 80 1 dual_quaternion true false } } } } material Examples/Instancing/ShaderBased/shadow_caster_dq_two_weights { technique { pass { rtshader_system { lighting_stage gbuffer depth hardware_skinning 80 2 dual_quaternion true false } } } } material Examples/Instancing/RTSS/Robot { technique { shadow_caster_material Examples/Instancing/ShaderBased/shadow_caster pass { specular 1 1 1 1 12.5 texture_unit { texture r2skin.jpg } rtshader_system { hardware_skinning 70 1 linear } } } } material Examples/Instancing/RTSS/Robot_dq { technique { shadow_caster_material Examples/Instancing/ShaderBased/shadow_caster_dq pass { specular 1 1 1 1 12.5 texture_unit { texture r2skin.jpg } rtshader_system { hardware_skinning 80 1 dual_quaternion true false } } } } material Examples/Instancing/RTSS/spine_dq_two_weights { technique { shadow_caster_material Examples/Instancing/ShaderBased/shadow_caster_dq_two_weights pass { diffuse 0.3 0.3 0.3 specular 0.1 0.1 0.1 0.1 12.5 texture_unit { texture circuit.dds } rtshader_system { hardware_skinning 80 2 dual_quaternion true false } } } }