public RenderMaterial( UUID normalID, UUID specularID, float normalOffsetX = 0.0f, float normalOffsetY = 0.0f, float normalRepeatX = 1.0f, float normalRepeatY = 1.0f, float normalRotation = 0.0f, float specularOffsetX = 0.0f, float specularOffsetY = 0.0f, float specularRepeatX = 1.0f, float specularRepeatY = 1.0f, float specularRotation = 0.0f, byte specularLightColorR = 255, byte specularLightColorG = 255, byte specularLightColorB = 255, byte specularLightColorA = 255, byte specularLightExponent = DEFAULT_SPECULAR_LIGHT_EXPONENT, byte environmentIntensity = DEFAULT_ENV_INTENSITY, eDiffuseAlphaMode diffuseAlphaMode = eDiffuseAlphaMode.DIFFUSE_ALPHA_MODE_BLEND, byte alphaMaskCutoff = 0 ) { NormalID = normalID; NormalOffsetX = normalOffsetX; NormalOffsetY = normalOffsetY; NormalRepeatX = normalRepeatX; NormalRepeatY = normalRepeatY; NormalRotation = normalRotation; SpecularID = specularID; SpecularOffsetX = specularOffsetX; SpecularOffsetY = specularOffsetY; SpecularRepeatX = specularRepeatX; SpecularRepeatY = specularRepeatY; SpecularRotation = specularRotation; SpecularLightColorR = specularLightColorR; SpecularLightColorG = specularLightColorG; SpecularLightColorB = specularLightColorB; SpecularLightColorA = specularLightColorA; SpecularLightExponent = specularLightExponent; EnvironmentIntensity = environmentIntensity; DiffuseAlphaMode = (byte)diffuseAlphaMode; AlphaMaskCutoff = alphaMaskCutoff; }