cubic_texture front_face.tga back_face.tga right_face.tga left_face.tga up_face.tga down_face.tga separateUV
// MySkyboxMaterial.material
vertex_program Skyline_DepthBuffer_Blank_VP cg
{
source Skyline_DepthBuffer.cg
entry_point Skyline_DepthBuffer_Blank_vp
profiles vs_2_x arbvp1
}
fragment_program Skyline_DepthBuffer_Blank_FP cg
{
source Skyline_DepthBuffer.cg
entry_point Skyline_DepthBuffer_Blank_fp
profiles ps_3_0 arbfp1
}
material MySkyboxMaterial
{
technique
{
pass
{
lighting off
depth_write off
fog_override true
texture_unit
{
cubic_texture front_face.tga back_face.tga right_face.tga left_face.tga up_face.tga down_face.tga separateUV
tex_address_mode clamp
}
}
}
technique
{
scheme DepthBuffer
pass
{
vertex_program_ref Skyline_DepthBuffer_Blank_VP
{
param_named_auto cWorldViewProj worldviewproj_matrix
param_named_auto cWorldView worldview_matrix
}
fragment_program_ref Skyline_DepthBuffer_Blank_FP
{
param_named_auto cNearClipDistance near_clip_distance
param_named_auto cFarClipDistance far_clip_distance
}
}
}
}
Users browsing this forum: No registered users and 1 guest