material shadow_receiver
{
  technique
  {
    pass
    {
      lighting on
      shading  gouraud

      depth_write on
      depth_check on

      cull_software back
      cull_hardware clockwise

      alpha_rejection greater_equal 128

      fog_override false

      ambient  1.00000 1.00000 1.00000 1.00000
      diffuse  0.00000 0.00000 0.00000 1.00000
      specular 0.00000 0.00000 0.00000 1.00000 0.00000

      texture_unit
      {
        texture alpha_reject.tga
        tex_coord_set 0

        filtering bilinear
      }
    }
  }
}

