material TerrainLarge.material { technique { pass { iteration once ambient 0 0 0 fragment_program_ref WeightedBlendLightmapFS { param_named lightMapFactor float 2.0 } vertex_program_ref WeightedBlendLightmapVS { } // Texture 1 texture_unit tex0 { texture grass.png //filtering anisotropic //max_anisotropy 2 } // Texture 2 texture_unit tex1 { texture sand2.png } // Texture 3 texture_unit tex2 { texture stones_round.png } // Blend mask (rgb + a opacity) texture_unit blend { texture terrain_splat.png } // Lightmap texture_unit lightmap { texture terrain_lightmap.png } } } }