rgb func <function> <func_param>*
---------------------------------
Generate vertex color based on one of the following functions:
INCIDENCE <r:float> <g:float> <b:float> <max_dist:float> <lut_texture>
View angle to surface. The view angle between 0 and 90 degrees is used to look up the final
output value in a 1D or 2D texture, where the horizontal texture axis represents the
incidence angle (left is 0 and right is 90). If a 2D texture is used, the vertical texture
axis represents the distance (in world units, i.e. feet) from surface to viewer, from closest
distance on the top row, to "max_dist" on the bottom row. This gives the author full control
to produce any kind of linear or non-linear function based on view angle and distance. The
texture must be at least 2 pixels wide, or it will be discarded.
All RGB channels from the LUT texture are used, so it's possible to have individual functions
for each channel and get color changes depending on view angle.
The "r" "g" "b" param is the base color value, which is multiplied with the incidence function
result.
...
alpha func <function> <func_param>*
-----------------------------------
Generate vertex alpha based on one of the following functions:
INCIDENCE <alpha:float> <max_dist:float> <lut_texture>
See "rgb func INCIDENCE" for a description of the function.
Only the B channel from RGB or RGBA LUT textures is used, the rest are ignored.
The "alpha" param is the alpha base value, which is multiplied with the incidence function