material PE/point_lensflare { technique { pass { lighting off depth_write off scene_blend add point_sprites on point_size 0.1 point_size_attenuation on texture_unit { texture flare.tga } } } } material PE/lensflare { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture flare.tga } } } } material PE/bigFlame { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture bigflame.tga } } } } material PE/smoke { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture smoke.tga } } } } material PE/smoke2 { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture smoke2.tga } } } } material PE/smoke3 { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture smoke3.tga } } } } material PE/smoke4 { technique { pass { lighting off depth_write off scene_blend alpha_blend texture_unit { texture smoke4.tga } } } } material PE/explosion { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture explosion.tga } } } } material PE/explosion3 { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture explosion3.tga } } } } material PE/ringflare { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture ring_flare.tga } } } } material PE/ringflare2 { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture ring_flare2.tga } } } } material PE/Flare { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture flaretrail.tga } } } } material PE/Streak { technique { pass { lighting off depth_write off scene_blend add texture_unit { texture streak.tga } } } }