material "name"
{
pass
{
fog_override false
fog_override true <red green blue start end>
lighting on|off
emissive vertexcolour
emissive <red green blue alpha>
ambient vertexcolour
ambient <red green blue alpha>
diffuse vertexcolour
diffuse <red green blue alpha>
specular vertexcolour
specular <red green blue alpha shininess>
scene_blend one|zero|dest_colour|src_colour|one_minus_dest_colour|one_minus_src_colour|dest_alpha|src_alpha|one_minus_dest_alpha|one_minus_src_alpha
one|zero|dest_colour|src_colour|one_minus_dest_colour|one_minus_src_colour|dest_alpha|src_alpha|one_minus_dest_alpha|one_minus_src_alpha
scene_blend fix fix <red green blue> <red green blue>
alpha_test never|less|equal|less_equal|greater|not_equal|greater_equal|always <alpha>
alpha_to_coverage on|off
cull_hardware none|clockwise|anticlockwise
depth_check on|off
depth_write on|off
texture_unit
{
texture "filename.tex"
cubic_texture "basefilename.tex" // you'll have to provide the following 6 files: "basefilename_px.tex" "basefilename_nx.tex" "basefilename_py.tex" "basefilename_ny.tex" "basefilename_pz.tex" "basefilename_nz.tex"
colour_op replace|modulate|add|alpha_blend|decal alpha|colour
filtering none|point|linear none|point|linear none|point|linear
scroll <u> <v>
scale <u> <v>
env_map spherical
}
gpu_program "gpuprogramname"
}
}