//Textured Lit, TFactor used to fad 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 TRUE SetRenderState FILLMODE SOLID SetRenderState CULLMODE CCW 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 tiled transparent 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]