// Auxiliary lights // Reference material [geometry] material DeferredShading/LightMaterial/Geometry { technique DeferredTechnique { pass DeferredPass { // Don't disable depth test, because the light doesn't have to be rendered // if the bounding geometry is obscured. scene_blend add depth_write off depth_check on lighting off texture_unit GBuffer1 { content_type compositor DeferredShading/GBuffer mrt_output 0 tex_address_mode clamp filtering none } texture_unit GBuffer2 { content_type compositor DeferredShading/GBuffer mrt_output 1 tex_address_mode clamp filtering none } } } } // Reference material [geometry w/shadows] material DeferredShading/LightMaterial/GeometryShadow : DeferredShading/LightMaterial/Geometry { technique DeferredTechnique { pass DeferredPass { texture_unit ShadowMap { content_type shadow } } } } // Reference material [quad] material DeferredShading/LightMaterial/Quad : DeferredShading/LightMaterial/Geometry { technique DeferredTechnique { pass DeferredPass { depth_check off } } } // Reference material [quad w/shadows] material DeferredShading/LightMaterial/QuadShadow : DeferredShading/LightMaterial/GeometryShadow { technique DeferredTechnique { pass DeferredPass { depth_check off } } }