public override bool PreAddToRenderState( TargetRenderState targetRenderState, Graphics.Pass srcPass, Graphics.Pass dstPass ) { if ( srcPass.LightingEnabled == false || srcPass.Parent.Parent.ReceiveShadows == false ) { return false; } foreach ( var it in this.shadowTextureParamsList ) { TextureUnitState curShadowTexture = dstPass.CreateTextureUnitState(); //TODO //curShadowTexture.ContentType = TextureUnitState.ContentShadow; curShadowTexture.SetTextureAddressingMode( TextureAddressing.Border ); curShadowTexture.TextureBorderColor = Core.ColorEx.White; it.TextureSamplerIndex = dstPass.TextureUnitStatesCount - 1; } return true; }