deferred_post_debug.material
上传用户:xhbjoy
上传日期:2014-10-07
资源大小:38068k
文件大小:3k
源码类别:

游戏引擎

开发平台:

Visual C++

  1. material DeferredShading/Post/ShowNormal
  2. {
  3.     technique
  4.     {
  5.      pass
  6. {
  7. cull_hardware none
  8. cull_software none
  9. depth_func always_pass
  10. fragment_program_ref DeferredShading/post/hlsl/ShowNormal_ps
  11. {
  12. }
  13. vertex_program_ref DeferredShading/post/hlsl/vs
  14. {
  15. }
  16. texture_unit
  17. {
  18. tex_address_mode clamp
  19. filtering none
  20. }
  21. texture_unit
  22. {
  23. tex_address_mode clamp
  24. filtering none
  25. }
  26. }
  27. }
  28. technique
  29.     {
  30.      pass
  31. {
  32. cull_hardware none
  33. cull_software none
  34. depth_func always_pass
  35. fragment_program_ref DeferredShading/post/glsl/ShowNormal_ps
  36. {
  37. }
  38. vertex_program_ref DeferredShading/post/glsl/vs
  39. {
  40. }
  41. texture_unit
  42. {
  43. tex_address_mode clamp
  44. filtering none
  45. }
  46. texture_unit
  47. {
  48. tex_address_mode clamp
  49. filtering none
  50. }
  51. }
  52. }
  53. }
  54. material DeferredShading/Post/ShowDS
  55. {
  56.     technique
  57.     {
  58.      pass
  59. {
  60. cull_hardware none
  61. cull_software none
  62. depth_func always_pass
  63. fragment_program_ref DeferredShading/post/hlsl/ShowDS_ps
  64. {
  65. }
  66. vertex_program_ref DeferredShading/post/hlsl/vs
  67. {
  68. }
  69. texture_unit
  70. {
  71. tex_address_mode clamp
  72. filtering none
  73. }
  74. texture_unit
  75. {
  76. tex_address_mode clamp
  77. filtering none
  78. }
  79. }
  80. }
  81. technique
  82.     {
  83.      pass
  84. {
  85. cull_hardware none
  86. cull_software none
  87. depth_func always_pass
  88. fragment_program_ref DeferredShading/post/glsl/ShowDS_ps
  89. {
  90. }
  91. vertex_program_ref DeferredShading/post/glsl/vs
  92. {
  93. }
  94. texture_unit
  95. {
  96. tex_address_mode clamp
  97. filtering none
  98. }
  99. texture_unit
  100. {
  101. tex_address_mode clamp
  102. filtering none
  103. }
  104. }
  105. }
  106. }
  107. material DeferredShading/Post/ShowColour
  108. {
  109.     technique
  110.     {
  111.      pass
  112. {
  113. cull_hardware none
  114. cull_software none
  115. depth_func always_pass
  116. fragment_program_ref DeferredShading/post/hlsl/ShowColour_ps
  117. {
  118. }
  119. vertex_program_ref DeferredShading/post/hlsl/vs
  120. {
  121. }
  122. texture_unit
  123. {
  124. tex_address_mode clamp
  125. filtering none
  126. }
  127. texture_unit
  128. {
  129. tex_address_mode clamp
  130. filtering none
  131. }
  132. }
  133. }
  134. technique
  135.     {
  136.      pass
  137. {
  138. cull_hardware none
  139. cull_software none
  140. depth_func always_pass
  141. fragment_program_ref DeferredShading/post/glsl/ShowColour_ps
  142. {
  143. }
  144. vertex_program_ref DeferredShading/post/glsl/vs
  145. {
  146. }
  147. texture_unit
  148. {
  149. tex_address_mode clamp
  150. filtering none
  151. }
  152. texture_unit
  153. {
  154. tex_address_mode clamp
  155. filtering none
  156. }
  157. }
  158. }
  159. }