//Textured Lit, TFactor used to fade model to transparency. //Shader 1: Tex1 Shaders 1 [SHADER] UseProcessVertices AUTO SimultaneousTextures 1 FVF XYZ | TEX1 Lighting FALSE DiffuseReflection VERTEX AmbientReflection VERTEX TextureFormat 0 DXT3 UseMipMaps 0 TRUE UVSource 0 0 Passes 1 Sort MATERIAL //planes guaranteed parallel to view, so material level sorting only is required! SortScale NONE SortBias 0 [PASS] Stages 1 SetRenderState ZENABLE TRUE SetRenderState ZWRITEENABLE FALSE SetRenderState FILLMODE SOLID SetRenderState CULLMODE NONE SetRenderState FOGENABLE FALSE SetRenderState ALPHATESTENABLE false SetRenderState ALPHAFUNC NOTEQUAL SetRenderState ALPHABLENDENABLE TRUE SetRenderState SRCBLEND SRCALPHA SetRenderState DESTBLEND INVSRCALPHA SetTexture 0 0 SetTextureStageState 0 TEXCOORDINDEX 0 //uses first set of UVs SetTextureStageState 0 ADDRESSU WRAP SetTextureStageState 0 ADDRESSV WRAP SetTextureStageState 0 COLOROP SELECTARG1 SetTextureStageState 0 COLORARG1 TEXTURE SetTextureStageState 0 COLORARG2 DIFFUSE SetTextureStageState 0 ALPHAOP SELECTARG1 SetTextureStageState 0 ALPHAARG1 TEXTURE SetTextureStageState 0 ALPHAARG2 DIFFUSE [END] [END] [EXPORT] xvc=0 usg=0 vachannel=-1 uvsetcount=1 uvset1=1 uvset2=0 uvset3=0 uvset4=0 uvset5=0 uvset6=0 uvset7=0 uvset8=0 TexCount=1 DescriptionL1=single transparent tiled double sided texture DescriptionL2= DescriptionL3= DescriptionL4= DescriptionL5= TexDesc1=texture TexDesc2=unused TexDesc3=unused TexDesc4=unused TexDesc5=unused TexDesc6=unused TexDesc7=unused TexDesc8=unused MatRevision=1.0 [END]