#****************************************************************************
#**  File     :  /units/XSL0202/XSL0202_phase_mesh.bp
#**
#**  Author(s):  Resin_Smoker
#**
#**  Summary  :  Phasing Mesh for Seraphem Heavy Bot with "Phasing" enhancement
#**
#**  Copyright © 2010 4DC_V0.8  All rights reserved.
#****************************************************************************

MeshBlueprint {
    IconFadeInZoom = 130,
    LODs = {
        {
            AlbedoName = '/units/XSL0202/XSL0202_Albedo.dds',
            MeshName = '/units/XSL0202/XSL0202_lod0.scm',
            SpecularName = '/mods/4DC_V0.8/lua/CustomAbilities/4D_UnitPhasing/4D_Phase_Texture.dds',             
            NormalsName = '/mods/4DC_V0.8/lua/CustomAbilities/4D_UnitPhasing/4D_Phase_Texture.dds', 
            Scrolling = true,                       
            ShaderName = 'ShieldSeraphim', 
            LODCutoff = 130,
            LookupName = '/effects/entities/PhaseShield/PhaseShieldLookup.dds',            
        },
        {
            AlbedoName = '/units/XSL0202/XSL0202_Albedo.dds',
            MeshName = '/units/XSL0202/XSL0202_lod1.scm',            
            SpecularName = '/mods/4DC_V0.8/lua/CustomAbilities/4D_UnitPhasing/4D_Phase_Texture.dds',             
            NormalsName = '/mods/4DC_V0.8/lua/CustomAbilities/4D_UnitPhasing/4D_Phase_Texture.dds',                
            LookupName = '/effects/entities/PhaseShield/PhaseShieldLookup.dds',
            ShaderName = 'ShieldSeraphim',          
            LODCutoff = 215,            
        },         
    },
}

            #ShaderName = 'Aeon',                 # Aeon unit shader.
            #ShaderName = 'AeonBuildPuddle',      # Texture rotates around the model.
            #ShaderName = 'AlphaFade',            # Unit will glow briefly at max alpha and then fade from sight.
            #ShaderName = 'CybranShieldImpact',   # No noticeable effect other then unit disapears totaly.
            #ShaderName = 'GlassAlpha',           # Object looses its shadow and reflectivity.
            #ShaderName = 'Insect',               # Cybran unit shader.
            #ShaderName = 'MapImager',            # Looks as if the units has had Sepia color adjustment. (Colors inverted)
            #ShaderName = 'NukeEMP',              # Unit is invisible and without shadow.
            #ShaderName = 'NukeUEF',              # Unit is invisible and without shadow.
            #ShaderName = 'PhalanxEffect',        # Unit texture shown at max alpha
            #ShaderName = 'PhaseShield',          # Unit personel shield effect
            #ShaderName = 'Seraphim',             # Seraphim unit shader.
            #ShaderName = 'ShieldAeon',           # Clear outline of a units model, without a shadow, very reflective.
            #ShaderName = 'ShieldCybran',         # Clear outline of a units model, without a shadow, pinkish tint.
            #ShaderName = 'ShieldFill',           # Unit is invisible and without shadow.   
            #ShaderName = 'ShieldSeraphim',       # Texture rotates around the model as a slightly green outline. (A bit hard to see)
            #ShaderName = 'ShieldUEF',            # Texture rotates around the model, its translucent with high alpha.
            #ShaderName = 'TMeshAdd',             # Texture rotates around the model with minor Sepia effect.
            #ShaderName = 'TMeshGlow',            # Textures look blue, no alpha, and shadow remains unchanged.
            #ShaderName = 'TMeshNoLighting',      # Textures look blue, no alpha, and shadow remains unchanged.
            #ShaderName = 'TMeshNoNormals',       # Textures look blue, no alpha, and shadow remains unchanged.
            #ShaderName = 'TMeshOuterCloud',      # Unit is invisible and without shadow. 
            #ShaderName = 'TMeshQuantumNuke',     # Unit is invisible and without shadow.
            #ShaderName = 'UEFBuildCube',         # Texture rotates while Sepia changes, unit is with shadow.
            #ShaderName = 'UEFQuantumGate',       # Textures look translucent, blue and rotates, unit has no shadow.
            #ShaderName = 'Unit',                 # UEF unit shader.
            #ShaderName = 'UnitFormationPreview', # Texture is a clear outline of the unit.