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  • MaterialValue/Color Intensity
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  • MaterialValue/Color Gradient V
  • MaterialValue/Fresnel Inverse
  • MaterialValue/Alpha Brightness Global
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  • MaterialValue/Alpha Noise Multiplier
  • MaterialValue/UV Distortion 1 U Strength
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  • MaterialValue/Alpha Shape-Noise Multiplier
  • MaterialValue/UV Distortion Shape Strength
  • MaterialValue/Color Dissolve Influence
  • 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
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  • 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/UV Distortion Normal 1 Strength
  • MaterialValue/Fresnel Double Sided
  • MaterialValue/Invert Soft Alpha
  • MaterialValue/Exposure Compensation Enabled
  • MaterialValue/Low EV Alpha
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  • MaterialValue/Alpha 2 Soft Distance
  • MaterialValue/Use Alpha 2 Soft Distance
  • MaterialValue/Color Saturation
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  • MaterialValue/Use Vertex Alpha
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  • 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/flat_NM
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  • 358773
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