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  • MaterialValue/Fresnel Power
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  • MaterialValue/Color Gradient V
  • MaterialValue/Fresnel Inverse
  • MaterialValue/Alpha Brightness Global
  • MaterialValue/UV Distortion 1 U Strength
  • MaterialValue/UV Distortion 1 V Strength
  • MaterialValue/Alpha Shape-Noise Multiplier
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  • MaterialValue/Alpha Dissolve
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  • MaterialValue/Noise 1 - Alpha lerp to white
  • MaterialValue/Noise 2 - Alpha lerp to white
  • MaterialValue/UV Distortion Dissolve Strength
  • MaterialValue/UV Distortion Noise1 Strength
  • MaterialValue/UV Distortion Noise2 Strength
  • MaterialValue/zSwitch UVsets Alpha 1
  • MaterialValue/Noise 1 - Alpha Multiply
  • MaterialValue/Noise 2 - Alpha Multiply
  • MaterialValue/Fresnel Double Sided
  • MaterialValue/Invert Soft Alpha
  • MaterialValue/Exposure Compensation Enabled
  • MaterialValue/Low EV Alpha
  • MaterialValue/High EV Alpha
  • MaterialValue/Alpha 2 Soft Distance
  • MaterialValue/Use Alpha 2 Soft Distance
  • MaterialValue/Color Saturation
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  • MaterialValue/Use Vertex Alpha
  • MaterialValue/Use Vertex Color
  • MaterialValue/Recolor for Helltide Water
  • MaterialValue/Invert Soft Alpha 2
  • MaterialValue/Inherit Armor Dye Color non static
  • MaterialValue/Druid Human Form Alpha
  • MaterialValue/VFX Dye Gradient
  • MaterialValue/VFX Dye Color Saturation
  • MaterialValue/VFX Dye Color Intensity
  • MaterialValue/Color Global Tint
  • MaterialValue/Particle Translucency Color
  • MaterialValue/zSwitch Actor Distortion Method
  • MaterialValue/zSwitch Actor Fresnel Alpha Method
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  • Texture/flat_NM
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  • 543748
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