References to other File
  • MaterialValue/alpha multiplier
  • MaterialValue/Fresnel Distortion Power
  • MaterialValue/Post Distortion Fresnel Inverse
  • MaterialValue/Screen Distortion Global Strength
  • MaterialValue/Screen Distortion 1 Strength
  • MaterialValue/Fresnel Double Sided
  • Texture/sphere_cameraFacingDome_distortion
  • Texture/solid_white
  • Texture/flat_NM
  • MaterialValue/Color Intensity
  • MaterialValue/emissive multiplier
  • MaterialValue/Alpha Dissolve Power Max
  • MaterialValue/UV Distortion Global Strength
  • MaterialValue/Fresnel Power
  • MaterialValue/Fresnel Slope
  • MaterialValue/Color Gradient V
  • MaterialValue/Fresnel Inverse
  • MaterialValue/Alpha Brightness Global
  • MaterialValue/Alpha Noise Multiplier
  • MaterialValue/UV Distortion 1 U Strength
  • MaterialValue/UV Distortion 1 V Strength
  • MaterialValue/Alpha Shape-Noise Multiplier
  • MaterialValue/UV Distortion Shape Strength
  • MaterialValue/Color Dissolve Influence
  • MaterialValue/Alpha Dissolve
  • MaterialValue/Alpha Soft Distance
  • MaterialValue/UV Distortion Color Strength
  • 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/Fresnel Power Emissive
  • MaterialValue/Fresnel Slope Emissive
  • MaterialValue/Fresnel Inverse Emissive
  • MaterialValue/zSwitch Actor Fresnel Emissive Method
  • MaterialValue/Fresnel Add Emissive
  • MaterialValue/zSwitch UVsets Alpha 1
  • 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
  • MaterialValue/Alpha Test Threshold
  • MaterialValue/Alpha Dissolve Harshness
  • MaterialValue/Use Vertex Alpha
  • MaterialValue/Use Vertex Color
  • MaterialValue/Shape Mask Color Gradient Influence
  • MaterialValue/Recolor for Helltide Water
  • MaterialValue/Invert Soft Alpha 2
  • MaterialValue/Inherit Armor Dye Color non static
  • MaterialValue/Druid Human Form Alpha
  • MaterialValue/Fresnel Emissive Blend Mode
  • MaterialValue/VFX Dye Gradient
  • MaterialValue/VFX Dye Color Saturation
  • MaterialValue/VFX Dye Color Intensity
  • MaterialValue/Color Global Tint
  • MaterialValue/zSwitch Actor Noise Method
  • MaterialValue/zSwitch Actor Distortion Method
  • MaterialValue/zSwitch Actor Fresnel Alpha Method
  • MaterialValue/zSwitch Actor Color Method
  • Texture/black_blackalpha
  • Texture/solid_black
  • Texture/Flat_Normal
  • 303744
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