References to other File
  • MaterialValue/Color Intensity
  • MaterialValue/emissive multiplier
  • MaterialValue/Alpha Dissolve Power Max
  • 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/PolarUVs Noise U Scroll Speed
  • MaterialValue/PolarUVS Noise V Scroll Speed
  • MaterialValue/PolarUVS Noise2 V Scroll Speed
  • 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/Layer 1 - U Scale
  • MaterialValue/Layer 1 - V Scale
  • MaterialValue/Layer 2 - U Scale
  • MaterialValue/Layer 2 - V Scale
  • MaterialValue/PolarUVS Noise2 U Scroll Speed
  • MaterialValue/deathScreen Layer 2 scale
  • MaterialValue/Exposure Compensation Enabled
  • MaterialValue/Low EV Alpha
  • MaterialValue/High EV Alpha
  • MaterialValue/timeMul
  • MaterialValue/Hearthbeat alpha ampl
  • MaterialValue/Hearthbeat alpha min
  • MaterialValue/Alpha 2 Soft Distance
  • MaterialValue/Use Alpha 2 Soft Distance
  • MaterialValue/Color Saturation
  • MaterialValue/Alpha Dissolve Harshness
  • MaterialValue/Dye Region
  • MaterialValue/Recolor for Helltide Water
  • MaterialValue/Color Global Tint
  • MaterialValue/zSwitch Particle Distortion Method
  • MaterialValue/zSwitch Particle Noise Method
  • MaterialValue/zSwitch Particle Color Method
  • MaterialValue/hearthbeat alpha mul
  • MaterialValue/HP Fade Out (healthy injured)
  • MaterialValue/Inherit Armor Dye Color
  • Texture/flat_NM
  • Texture/solid_white
  • 55320
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