material PickupBar { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture PickupBar.png } } } } material Sphere2 { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture sphere.png } } } } material Unknown { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture unknown.png } } } } material Damage { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture damage.png } } } } material Shield { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture shield.png } } } } material Cross { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture cross.png } } } } material Munition { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture munition.png } } } } material ArrowUp { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture arrowup.png } } } } material ArrowDown { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture arrowdown.png } } } } material 3arrowsup { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture 3arrowsup.png } } } } material Eye { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture eye.png } } } } material Asterisk { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture asterisk.png } } } } material Shrink { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture triplespiral.png } } } } material Splash { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture splash.png } } } } material Flash { technique { pass { lighting off scene_blend add depth_write off texture_unit { texture icon_flash.png } } } }