material Examples/LightRibbonTrail { technique { pass { lighting off scene_blend add depth_write off diffuse vertexcolour texture_unit { texture ribbonband.png 1d tex_address_mode clamp filtering none } } } } material Examples/Rockwall { technique { pass { texture_unit { texture rockwall.tga } } } } material PSSM/shadow_caster { technique { // all this will do is write depth pass { fog_override true none depth_bias -1 -1 rtshader_system { lighting_stage gbuffer depth } } } }