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  • MaterialValue/emissive multiplier
  • MaterialValue/Fresnel Power
  • MaterialValue/Fresnel Slope
  • MaterialValue/emissive color lerp
  • MaterialValue/Color Hitflash Enabled
  • MaterialValue/Vertex Normal Offset Intensity - Vertex Animation
  • MaterialValue/Noise Multiply Contrast Factor - Vertex Animation
  • MaterialValue/Vertex Normal Clamp Min to 0 - Vertex Anim
  • MaterialValue/Fresnel 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/Fresnel Power Emissive
  • MaterialValue/Fresnel Slope Emissive
  • MaterialValue/Fresnel Inverse Emissive
  • MaterialValue/zSwitch UVsets Noise 3
  • MaterialValue/zSwitch UVsets Noise 4
  • MaterialValue/zSwitch UVsets Mask 1
  • MaterialValue/Wetness Bias
  • MaterialValue/Vertex Animation pulse rate
  • MaterialValue/Vertex Animation pulse amplitude
  • MaterialValue/local offset x
  • MaterialValue/local offset y
  • MaterialValue/local offset z
  • 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/zSwitch Actor Offset Space
  • MaterialValue/AO Multiplier
  • MaterialValue/Emissive Color Source
  • MaterialValue/Character Fresnel Toggle
  • MaterialValue/Fresnel Double Sided
  • MaterialValue/Emissive Texture Multiplier
  • MaterialValue/Use Hit Flash Proximity Mask
  • MaterialValue/Hit Flash Proximity Distance
  • MaterialValue/Env Vertex Offset Multiplier
  • 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/Hollow Mask
  • MaterialValue/UV Distortion Hollow Mask
  • MaterialValue/UV Distortion Hollow Layer
  • MaterialValue/UV Distortion Base Layer Hollow
  • MaterialValue/UV Distortion Global U Strength Hollow
  • MaterialValue/UV Distortion Global V Strength Hollow
  • MaterialValue/UV Distortion Global Strength Hollow
  • MaterialValue/Hollow Mask Swipe Falloff Min
  • MaterialValue/Hollow Mask Swipe Falloff Max
  • MaterialValue/Bloodiness Bias
  • MaterialValue/Hit Flash NormalMap Influence
  • MaterialValue/Use Sharpen
  • MaterialValue/Vertex Animation pulse distance offset multiplier
  • MaterialValue/Use Vertex Color - G
  • MaterialValue/Use Vertex Color - B
  • MaterialValue/Emissive Sharpen Middle Value
  • MaterialValue/Emissive Sharpen Width
  • MaterialValue/Emissive Color Texture UV
  • MaterialValue/emissive color
  • MaterialValue/Blood Color
  • MaterialValue/Low Quality
  • MaterialValue/Vertex Animation Pulse Input
  • 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/black
  • Texture/CharacterSnow_Normal
  • Texture/default_white_linear
  • Texture/solid_black
  • Texture/hero_blood_tiling
  • Texture/vfx_monster_summoner_cast_bloodScroll_Color
  • 1643476
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