References to this File
  • ShaderMap/vfx_actor_blend_uber_lit_pbr_vertexAnim_noUVDist.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_vertexAnim_skinEnabled_twoSided.shm
  • ShaderMap/vfx_actor_blend_unique_unlit_spiritRealm_chromaticAberration.shm
  • ShaderMap/vfx_actor_blend_uber_lit_simpleLighting_vertexAnim_twoSided.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_vertexAnim_skinEnabled_weaponFX.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_vertexAnim.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_vertexAnim_skinEnabled_twoSided_noDOF.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_vertexAnim_twoSided_noDOF.shm
  • ShaderMap/vfx_actor_blend_uber_lit_simpleLighting_vertexAnim_skinEnabled.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_vertexAnim_twoSided.shm
  • ShaderMap/mm_vfx_actor_blend_alphaSwipe_uber_lit_pbr_vertexAnim_skinEnabled_twoSided.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_vertexAnim_skinEnabled.shm
  • ShaderMap/vfx_actor_blend_uber_lit_simpleLighting_vertexAnim_skinEnabled_tornado.shm
  • ShaderMap/vfx_actor_unique_blend_pbr_lit_vertexAnim_clampNoise_emissiveFresnel.shm
  • ShaderMap/vfx_actor_blend_uber_lit_pbr_vertexAnim_twoSided.shm
  • ShaderMap/vfx_actor_gSoft_uber_lit_pbr_vertexAnim.shm
  • ShaderMap/vfx_actor_gBufferWater_uber_lit_pbr_vertexAnim_skinEnabled.shm
  • ShaderMap/vfx_actor_blend_unique_unlit_noDOF_spiritRealm_chromaticAberration.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_vertexAnim_twoSidedCylinder.shm
  • ShaderMap/vfx_actor_gBuffer_uber_lit_pbr_vertexAnim.shm
  • ShaderMap/Inarius_Tendril_Glow_vfx_actor_blend_uber_unlit_vertexAnim_skinEnabled_twoSided.shm
  • ShaderMap/vfx_actor_blend_uber_lit_simpleLighting_vertexAnim.shm
  • References to other File
  • MaterialValue/Alpha Dissolve Power Max
  • MaterialValue/UV Distortion Global Strength
  • MaterialValue/Fresnel Power
  • MaterialValue/Fresnel Slope
  • MaterialValue/Fresnel Inverse
  • MaterialValue/Alpha Brightness Global
  • MaterialValue/Alpha Noise Multiplier
  • MaterialValue/UV Distortion 1 U Strength
  • MaterialValue/UV Distortion 1 V Strength
  • MaterialValue/UV Distortion 2 V Strength
  • MaterialValue/UV Distortion 2 U Strength
  • MaterialValue/Alpha Shape-Noise Multiplier
  • MaterialValue/UV Distortion Shape Strength
  • MaterialValue/Alpha Dissolve
  • MaterialValue/Alpha Soft Distance
  • MaterialValue/Vertex Normal Offset Intensity - Vertex Animation
  • MaterialValue/Noise Multiply Contrast Factor - Vertex Animation
  • MaterialValue/Noise 1 - Alpha lerp to white
  • MaterialValue/Noise 2 - Alpha lerp to white
  • MaterialValue/Vertex Normal Clamp Min to 0 - Vertex Anim
  • MaterialValue/UV Distortion Dissolve Strength
  • MaterialValue/World X Offset - Vertex Anim
  • MaterialValue/World Y Offset - Vertex Anim
  • MaterialValue/World Z Offset - Vertex Anim
  • MaterialValue/Wind Direction Offset (Meters) - Vertex Anim
  • MaterialValue/UV Distortion Noise1 Strength
  • MaterialValue/UV Distortion Noise2 Strength
  • MaterialValue/zSwitch UVsets Noise 3
  • MaterialValue/zSwitch UVsets Noise 4
  • MaterialValue/zSwitch UVsets Mask 1
  • MaterialValue/zSwitch UVsets Alpha 1
  • MaterialValue/zSwitch Actor Offset Space
  • MaterialValue/Fresnel Double Sided
  • MaterialValue/Invert Soft Alpha
  • MaterialValue/Low EV Alpha
  • MaterialValue/High EV Alpha
  • MaterialValue/Alpha 2 Soft Distance
  • MaterialValue/Use Alpha 2 Soft Distance
  • MaterialValue/Alpha Test Threshold
  • MaterialValue/Alpha Dissolve Harshness
  • MaterialValue/Use Vertex Alpha
  • MaterialValue/Invert Soft Alpha 2
  • MaterialValue/Druid Human Form Alpha
  • MaterialValue/zSwitch Actor Noise Method
  • MaterialValue/zSwitch Actor Fresnel Alpha Method
  • Texture/flat_NM
  • Texture/solid_white
  • 452104
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