//----------------------------------------------------------------------------------------------------------------------- // This script is part of the Particle Universe Media Pack product. // // Copyright (c) 2008 Henry van Merode // // Usage of this program is licensed under the terms of the Particle Universe Commercial License. // You can find a copy of the Commercial License in the Particle Universe package. //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Bubble { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_bubble.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/BlurredBubble { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_bubble_blurred.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Streak_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_streak_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Streak_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_streak_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Streak_03 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_streak_03.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Streak_04 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_streak_04.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Flare_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flare_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Flare_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flare_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Flare_03 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flare_03.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Flare_04 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flare_04.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Flare_05 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flare_05.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Flare_06 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flare_06.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Watch { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture pump_watch.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Hourglass { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture pump_hourglass.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Leave { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_leave.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Smoke_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_smoke_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Smoke_11 { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_smoke_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Dirt_11 { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_dirt_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Dirt_12 { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_dirt_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Lightning_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_lightning_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Lightning_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_lightning_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Lightning_03 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_lightning_03.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Lightning_04 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_lightning_04.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Spark_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_spark_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Star_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_star_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Star_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_star_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Star_03 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_star_03.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Star_04 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_star_04.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Star_05 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_star_05.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Genesis_11 { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_genesis_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material PUMediaPack/Genesis_12 { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_genesis_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material ParticleUniverse/Swirl_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_swirl_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material ParticleUniverse/Swirl_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_swirl_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material ParticleUniverse/Swirl_03 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_swirl_03.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material PUMediaPack/Ring_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_ring_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material PUMediaPack/Ring_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_ring_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material PUMediaPack/Ring_03 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_ring_03.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material PUMediaPack/Ring_14 { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_ring_04.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------- material PUMediaPack/Ring_05 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_ring_05.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Metal_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_metal_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Metal_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_metal_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Fire_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flame_01.png tex_address_mode clamp } } } } //--------------------------------------------------------------------- material PUMediaPack/Fire_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flame_02.png tex_address_mode clamp } } } } //--------------------------------------------------------------------- material PUMediaPack/Fire_03 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flame_03.png tex_address_mode clamp } } } } //--------------------------------------------------------------------- material PUMediaPack/Fire_04 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_flame_04.png tex_address_mode clamp } } } } //--------------------------------------------------------------------- material PUMediaPack/AtlasSmoke { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_atlas_smoke.png tex_address_mode clamp } } } } //--------------------------------------------------------------------- material PUMediaPack/Snow_01 { technique { pass { lighting off scene_blend alpha_blend depth_write off texture_unit { texture pump_snow_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/BBal { technique { pass { lighting off depth_write off texture_unit { texture pu_bbal.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/BioHazzard { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_biohazzard.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/CelticKnot { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_celticknot.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Pentagram_01 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_pentagram_01.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- material PUMediaPack/Pentagram_02 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture pump_pentagram_02.png tex_address_mode clamp } } } } //----------------------------------------------------------------------------------------------------------------------- // This script is part of the Particle Universe Media Pack 1 product. // // Copyright (c) 2010 Henry van Merode // // Usage of this program is licensed under the terms of the Particle Universe Commercial License Media Pack 1. // You can find a copy of the Commercial License in the Media Pack 1 package. //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_smoke_01 { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture mp_explosion_smoke_01.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_smoke_01_add { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture mp_explosion_smoke_01_add.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_flare_01 { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture mp_explosion_flare_01.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_flare_02 { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture mp_explosion_flare_02.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_dirt { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture mp_explosion_dirt.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_flame_01 { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture mp_explosion_flame_01.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_flame_02 { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture mp_explosion_flame_02.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_smoke_02 { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture mp_explosion_smoke_02.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_smoke_03 { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture mp_explosion_smoke_03.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_debris { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture mp_explosion_debris.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_debris_large { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture mp_explosion_debris_large_4x4.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_04 { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture mp_explosion_04.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_trail { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture mp_explosion_trail_01.dds } } } } //----------------------------------------------------------------------------------------------------------------------- material mp_explosion_water { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture mp_explosion_water.dds } } } }