References to other File
  • MaterialValue/UV Distortion Global Strength
  • MaterialValue/Fresnel Power
  • MaterialValue/Fresnel Slope
  • MaterialValue/Color Gradient V
  • MaterialValue/Fresnel Inverse
  • MaterialValue/UV Distortion 1 U Strength
  • MaterialValue/UV Distortion 1 V Strength
  • MaterialValue/UV Distortion Shape Strength
  • MaterialValue/UV Distortion Color Strength
  • MaterialValue/Color Hitflash Enabled
  • MaterialValue/Noise 1 - Alpha lerp to white
  • MaterialValue/Noise 2 - Alpha lerp to white
  • MaterialValue/UV Distortion Noise1 Strength
  • MaterialValue/UV Distortion Noise2 Strength
  • MaterialValue/Wetness Bias
  • MaterialValue/Normal Intensity - Detail Map 1
  • MaterialValue/Normal Intensity - Detail Map 2
  • MaterialValue/Normal Intensity - Detail Map 3
  • MaterialValue/Roughness Intensity - Detail Map 1
  • MaterialValue/Roughness Intensity - Detail Map 2
  • MaterialValue/Roughness Intensity - Detail Map 3
  • MaterialValue/Color Gradient U Add
  • MaterialValue/AO Multiplier
  • MaterialValue/Noise 1 - Alpha Multiply
  • MaterialValue/Noise 2 - Alpha Multiply
  • MaterialValue/Fresnel Double Sided
  • MaterialValue/Color Gradient U Scalar
  • MaterialValue/Use Hit Flash Proximity Mask
  • MaterialValue/Hit Flash Proximity Distance
  • MaterialValue/Vert Anim Noise Min
  • MaterialValue/Vert Anim Noise Max
  • MaterialValue/Vert Anim Noise Direction
  • MaterialValue/Vert Anim Noise Direction X
  • MaterialValue/Vert Anim Noise Direction Y
  • MaterialValue/Vert Anim Noise Direction Z
  • MaterialValue/Vert Anim Noise Contrast Factor
  • MaterialValue/Cylindrical UV Projection Direction
  • MaterialValue/Invert Cylindrical UVs
  • MaterialValue/Dye Ramp Levels Min
  • MaterialValue/Dye Ramp Levels Mid
  • MaterialValue/Dye Ramp Levels Max
  • MaterialValue/Override Druid Form
  • MaterialValue/Bloodiness Bias
  • MaterialValue/Vert Anim Noise Source
  • MaterialValue/Hit Flash NormalMap Influence
  • MaterialValue/Mask Strength
  • MaterialValue/Color Alpha Contrast
  • MaterialValue/Chr Global UV Type
  • MaterialValue/Chr Color Method
  • MaterialValue/Noise 1 - Emissive Multiply
  • MaterialValue/Noise 2 - Emissive Multiply
  • MaterialValue/Mask Bias
  • MaterialValue/UV Distortion Emissive Strength
  • MaterialValue/Mask Add
  • MaterialValue/Chr Noise UV Type
  • MaterialValue/Chr vfxLayer Color Lerp
  • MaterialValue/Chr vfxLayer Emissive Lerp
  • MaterialValue/Chr vfxLayer Emissive Multiplier
  • MaterialValue/Noise 1 - Color Gradient Multiply
  • MaterialValue/Noise 2 - Color Gradient Multiply
  • MaterialValue/Fresnel Lerp to White
  • MaterialValue/Fresnel Emissive Influence
  • MaterialValue/Fresnel Alpha Influence
  • MaterialValue/Emissive Alpha Contrast
  • MaterialValue/Chr vfxLayer Emissive Texture Multiplier
  • MaterialValue/Blood Color
  • MaterialValue/Low Quality
  • MaterialValue/Chr Fresnel Alpha Method
  • Texture/flat_NM
  • Texture/tileableGoop_Normal
  • Texture/necro_essence_cloud_Noise
  • Texture/vfx_monster_summoner_cast_bloodScroll_Normal
  • Texture/solid_white
  • Texture/CharacterSnow_Mask
  • Texture/CharacterSnow_Normal
  • Texture/hero_blood_tiling
  • Texture/black
  • Texture/druid_shapeShift_scrollMask_Mask
  • Texture/vfx_monster_summoner_cast_bloodScroll_Color
  • Texture/druid_shapeShift_dissolveMask_Mask
  • 2097541
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