Material-Format

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"
    }
}