Hi,
I’m trying to get a technique for a material in a model. It seems to be not affected by light.
The technique is
<technique vs="LitSolid" ps="LitSolid" psdefines="DIFFMAP">
<pass name="base" psdefines="EMISSIVEMAP" />
<pass name="light" vsdefines="NORMALMAP" psdefines="NORMALMAP SPECMAP" depthtest="equal" depthwrite="false" blend="add" />
<pass name="prepass" vsdefines="NORMALMAP" psdefines="PREPASS NORMALMAP SPECMAP" />
<pass name="material" psdefines="MATERIAL SPECMAP EMISSIVEMAP" depthtest="equal" depthwrite="false" />
and my material is
<material>
<technique name="Techniques/DiffNormalSpecEmissive.xml" />
<texture unit="diffuse" name="GameData/Textures/Planets/NewCunnun_CubeCorss_Diffuse.png" />
<texture unit="specular" name="GameData/Textures/Planets/NewCunnun_CubeCorss_Specular.png" />
<texture unit="normal" name="GameData/Textures/Planets/NewCunnun_CubeCorss_Normal.png" />
<texture unit="emissive" name="GameData/Textures/Planets/NewCunnun_CubeCorss_Emission.png" />
<parameter name="MatDiffColor" value="1 1 1 1"/>
<parameter name="MatSpecColor" value="1 1 1 1"/>
<parameter name="MatEmissiveColor" value="0 0 0" />
<cull value="ccw" />
<shadowcull value="ccw" />
<fill value="solid" />
<depthbias constant="0" slopescaled="0" />
</material>
Any help appreciated.
Vivienne