// Auxilary lights /// Reference material [geometry] material DeferredShading/LightMaterial { technique { pass { // 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 { tex_address_mode clamp filtering none } texture_unit { tex_address_mode clamp filtering none } } } } /// Reference material [quad] material DeferredShading/LightMaterialQuad { technique { pass { scene_blend add depth_write off depth_check off lighting off texture_unit { tex_address_mode clamp filtering none } texture_unit { tex_address_mode clamp filtering none } } } }