material lensflare/halo1 { technique { pass { lighting off scene_blend src_alpha dest_alpha depth_write off depth_check off cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture lensflare-halo1.png } } } } material lensflare/halo2 { technique { pass { lighting off scene_blend src_alpha dest_alpha depth_write off depth_check off cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture lensflare-halo2.png } } } } material lensflare/halo3 { technique { pass { lighting off scene_blend src_alpha dest_alpha depth_write off depth_check off cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture lensflare-halo1.png } } } } material lensflare/bursthalo { technique { pass { lighting off scene_blend src_alpha dest_alpha depth_write off depth_check off cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture lensflare-bursthalo.png } } } } material lensflare/burst { technique { pass { lighting off scene_blend src_alpha dest_alpha depth_write off cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture lensflare-burst.png } } } } //this material is fully transparent, it's only use is to calculate obscured pixels with HOQ material lensflare/hoq { technique { pass { lighting off scene_blend src_alpha dest_alpha depth_write off cull_hardware none cull_software none texture_unit { tex_address_mode clamp texture lensflare-hoq.png } } } }