References to other File
  • MaterialValue/Color Intensity
  • MaterialValue/emissive multiplier
  • MaterialValue/Alpha Dissolve Power Max
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  • MaterialValue/Fresnel Power
  • MaterialValue/Fresnel Slope
  • MaterialValue/Color Gradient V
  • MaterialValue/Fresnel Inverse
  • MaterialValue/Alpha Brightness Global
  • MaterialValue/Metalness
  • MaterialValue/Roughness
  • 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
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  • MaterialValue/UV Distortion Dissolve Strength
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  • MaterialValue/UV Distortion Noise2 Strength
  • MaterialValue/Fresnel Power Emissive
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  • MaterialValue/Fresnel Inverse Emissive
  • MaterialValue/zSwitch Actor Fresnel Emissive Method
  • MaterialValue/Fresnel Add Emissive
  • MaterialValue/UV Distortion Normal 1 Strength
  • MaterialValue/Normal Intensity
  • MaterialValue/Fresnel Double Sided
  • MaterialValue/Exposure Compensation Enabled
  • MaterialValue/Alpha Soft Floor
  • MaterialValue/Noise 1 Bump Offset
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  • MaterialValue/Bump Height
  • MaterialValue/Bump Offset Fresnel Contribution
  • MaterialValue/Rimlight Color Lerp
  • MaterialValue/Rimlight Intensity
  • MaterialValue/Rimlight Power
  • MaterialValue/Alpha 2 Soft Distance
  • MaterialValue/Use Alpha 2 Soft Distance
  • MaterialValue/Color Saturation
  • MaterialValue/Alpha Dissolve Harshness
  • MaterialValue/Use Vertex Color
  • MaterialValue/Dye Region
  • MaterialValue/Recolor for Helltide Water
  • MaterialValue/Inherit Armor Dye Color non static
  • MaterialValue/Druid Human Form Alpha
  • MaterialValue/Color Global Tint
  • MaterialValue/Translucency Color
  • MaterialValue/Rimlight Color Replace
  • MaterialValue/Rimlight Color Add
  • MaterialValue/zSwitch Actor Noise Method
  • MaterialValue/zSwitch Actor Distortion Method
  • MaterialValue/zSwitch Actor Fresnel Alpha Method
  • MaterialValue/zSwitch Actor Color Method
  • Texture/flat_NM
  • Texture/solid_white
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  • Texture/Flat_Normal
  • MaterialValue/motionBlur intensity
  • MaterialValue/distortion multiplier
  • MaterialValue/Shape Mask Color Gradient Influence
  • 1229530
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