vf_standard_transparent
{
; Shader for transparent (blended) materials
vertex_shader
{
file=standard_v.cg
}
fragment_shader
{
file=standard_transparent_f.cg
}
}
shader_materialname here~vf_standard_transparent
{
cast_shadow=1
;cull=none
layer0
{
map=texturename here.dds
alpha_to_coverage=1
alphafunc=gequal 128
}
}
vf_x_tree
{
cull=none
vertex_shader
{
file=standard_xtree_v.cg
}
fragment_shader
{
file=standard_xtree_f.cg
;file=standard_xtree_basic_f.cg
}
}
shader_materialname here~vf_x_tree
{
cast_shadow=1
layer0
{
map=texturename here.dds
alpha_to_coverage=1
alphafunc=gequal 128
}
}