Diffuse
No texture, just diffuse colour
BlendAlphaDiff
No texture, vertex alpha blending with diffuse colour
AddAlphaDiff
No texture, additive vertex alpha with diffuse colour
Tex
Texture mapped, no lighting applied
TexDiff
Texture mapped with single texture, diffuse colour applied
BlendTexAlphaDiff
Texture mapped, with diffuse colour, with vertex alpha blending
AddTexAlphaDiff
Texture mapped, with diffuse colour, with additive vertex alpha
BlendATex
Texture mapped, no lighting applied, using alpha blending from texture's alpha channel
AddATex
Texture mapped, no lighting applied, using additive alpha from texture's alpha channel
BlendATexDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha channel
BlendATexDiffTrans
Texture mapped, diffuse colour, alpha blending from texture's alpha channel, pixels with alpha=0 are transparent (e.g. alphaed fences).
AddATexDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha channel
BlendATexAlphaDiff
Texture mapped, with diffuse colour, using alpha blending from texture's alpha channel combined with vertex alpha
AddATexAlphaDiff
Texture mapped, with diffuse colour, using additive alpha from texture's alpha channel combined with vertex alpha
AddDiffuse
No texture, with diffuse colour, using additive alpha
AddTex
Texture mapped, no lighting applied, using additive alpha
AddTexDiff
Texture mapped, with diffuse colour, using additive alpha
DualTexDiffVAlpha
Dual textured, with diffuse colour, using vertex alpha to blend between textures
DualTexDiffTAlpha
Dual textured, with diffuse colour, using second texture's alpha channel to blend between textures
DualTexDiffTrans
Dual textured, with diffuse colour, using second texture's transparency
DualTexDiffAdd
Dual textured, with diffuse colour, using additive alpha for second texture
DualBlendATexDiffAdd
Dual textured, with diffuse colour, using alpha blending for first pass and additive alpha for second pass
Invisible
Nothing is drawn - use for invisible collision barriers
DualTexDiffStencilAdd
Dual textured, with diffuse colour, using additive alpha for second texture only where first texture has solid alpha
DualTexDiffStencilBlend
Dual textured, with diffuse colour, using blended alpha for second texture only where first texture has solid alpha
DualAddATexDiffDestBlend
Dual textured, diffuse colour, first pass additive, and second pass blended alpha with the alpha of the first texture (e.g. puddles).
BridgeSplit
Not drawn. Use to define areas where track crosses over itself.
EmbossBumpmap
Bumpmap for Train 2 prototype or something like that
TripleTexDiffAddAdd
Triple textured, 2nd and 3rd passes are drawn additively
TripleGlossMap
Triple texture, 2nd pass contains gloss map in alpha channel, 3rd pass (reflection) texture drawn additively
TripleGlossMapWithLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively affected by lightmaps if used
TripleGlossMapWithoutLightIntens
Triple texture, 2nd pass alpha channel gloss map, 3rd pass drawn additively not affected by lightmaps if used
DualTexDiffAddWithLightIntens
Add second pass to first pass, brightness of second pass affected by lightmaps if used
DualTexDiffAddWithoutLightIntens
Add second pass to first pass, brightness of second pass not affected by lightmaps if used
TripleTexDiffTAlpha
Triple textured, with diffuse colour, using each texture's alpha channels to blend between each pair of passes
TripleTexDiffVAlpha
Triple textured, with diffuse colour, using same vertex alpha to blend between each pair of passes
TripleTexDiffTAlphaVAlpha
Triple textured, with diffuse colour, pass 2 uses texture alpha for blending, pass 3 uses vertex alpha for blending
TripleTexDiffVAlphaTAlpha
Triple textured, with diffuse colour, pass 2 uses vertex alpha for blending, pass 3 uses texture alpha for blending
DualTexDiffInvisibleStencilBlend
Dual textured, with diffuse colour, first pass invisible, second pass alphaed using alpha of first pass texture
TrainBasicObjectDiffuse.fx
Single texture, dynamic lighting. TEX1 RGB Diffuse
TrainBasicObjectSpecular.fx
Texture, colour modulated specular. TEX1 RGB Diffuse, TEX2 RGB Specular Colour map
TrainBumpEnv.fx
Textured, normal mapped, environment mapped. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpEnvMask.fx
Textured, normal mapped, masked environment map. TEX1 RGB Diffuse A Env mask, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpSpec.fx
Textured, normal mapped, specular. TEX1 RGB Diffuse, TEX2 RGB Normal map
TrainBumpSpecMask.fx
Textured, normal mapped, masked specular. TEX1 RGB Diffuse A Env mask, TEX2 RGB Normal map
TrainBumpSpecEnv.fx
Textured, normal mapped, environment map and specular. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Cubic environment
TrainBumpSpecEnvMask.fx
Textured, normal mapped, masked environment map and specular. TEX1 RGB Diffuse A Env/Spec mask, TEX2 RGB Normal map, TEX3 Cubic environment
TrainFlora.fx
Ambient lighting, single texture. TEX1 RGB Diffuse
TrainGlass.fx
Screen space refractive glass with normal map and diffuse. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 Back Buffer Copy
TrainLightMapWithDiffuse.fx
Diffuse tex, lightmap, dynamic lighting. TEX1 RGB Diffuse, TEX2 RGB Lightmap
TrainVertexLit.fx
Diffuse tex, vertex lighting only. TEX1 RGB Diffuse
TrainVertexLitWithDiffuse.fx
Diffuse tex, vertex lighting, dynamic lighting. TEX1 RGB Diffuse
TrainSkyDome.fx
Skydome
SkinAmbient.fx
Single colour skinned
SkinDiffuse.fx
Textured skinned. TEX1 RGB Diffuse
SkinSpecular.fx
Textured, specular and skinned. TEX1 RGB Diffuse
SkinNormal.fx
Textured, normal mapped, specular and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal map
SkinGloss.fx
Textured, normal mapped, specular with gloss map, and skinned. TEX1 RGB Diffuse, TEX2 RGB Normal map, TEX3 RGB Gloss map
SkinRESERVED1.fx
RESERVED FOR FUTURE USE
SkinRESERVED2.fx
RESERVED FOR FUTURE USE
SkinRESERVED3.fx
RESERVED FOR FUTURE USE
StencilShadow.fx
Stencil shadow objects, material must begin with shadow_ to be detected
TrainBumpEnv.fx
Textured, vertex environment mapped. TEX1 RGB Diffuse, TEX2 Cubic environment
TrainBumpEnvMask.fx
Textured, masked vertex environment map. TEX1 RGB Diffuse A Env mask, TEX2 Cubic environment
LoftBump.fx
Diffuse texture and normal map
LoftBumpAlpha.fx
Diffuse texure with alpha and normal map
LoftBumpTrans.fx
Diffuse texture with 1-bit alpha and normal map
TrainViewFacingFlora.fx
Single texture, globally lit, view facing
TrainUprightViewFacingFlora.fx
Single texture, globally lit, upright view facing
WaterCubeMap.fx
Splish
TrainSpecEnv.fx
Textured, vertex environment mapped with specular. TEX1 RGB Diffuse, TEX2 Cubic environment
TrainSpecEnvMask.fx
Textured, masked vertex environment mapped with specular. TEX1 RGB Diffuse A Env & Spec mask, TEX2 Cubic environment
