#### lod_values

This attribute defines the values used to control the LOD transition for this material. By setting this attribute, you indicate that you want this material to alter the Technique that it uses based on some metric, such as the distance from the camera, or the approximate screen space coverage. The exact meaning of these values is determined by the option you select for lod_strategy - it is a list of distances for the ’Distance’ strategy, and a list of pixel counts for the ’PixelCount’ strategy, for example. You must give it a list of values, in order from highest LOD value to lowest LOD value, each one indicating the point at which the material will switch to the next LOD. Implicitly, all materials activate LOD index 0 for values less than the first entry, so you do not have to specify ’0’ at the start of the list. You must ensure that there is at least one Technique with a lod_index value for each value in the list (so if you specify 3 values, you must have techniques for LOD indexes 0, 1, 2 and 3). Note you must always have at least one Technique at lod_index 0.
Format: lod_values <value0> <value1> <value2> ...
Default: none

Example:
lod_strategy Distance lod_values 300.0 600.5 1200

The above example would cause the material to use the best Technique at lod_index 0 up to a distance of 300 world units, the best from lod_index 1 from 300 up to 600, lod_index 2 from 600 to 1200, and lod_index 3 from 1200 upwards.

#### receive_shadows

This attribute controls whether objects using this material can have shadows cast upon them.

Format: receive_shadows <on|off>
Default: on

Whether or not an object receives a shadow is the combination of a number of factors, See Shadows for full details; however this allows you to make a material opt-out of receiving shadows if required. Note that transparent materials never receive shadows so this option only has an effect on solid materials.

#### transparency_casts_shadows

This attribute controls whether transparent materials can cast certain kinds of shadow.

Format: transparency_casts_shadows <on|off>
Default: off
Whether or not an object casts a shadow is the combination of a number of factors, See Shadows for full details; however this allows you to make a transparent material cast shadows, when it would otherwise not. For example, when using texture shadows, transparent materials are normally not rendered into the shadow texture because they should not block light. This flag overrides that.

#### set_texture_alias

This attribute associates a texture alias with a texture name.

Format: set_texture_alias <alias name> <texture name>

This attribute can be used to set the textures used in texture unit states that were inherited from another material.(See Texture Aliases)