References to other File
  • MaterialValue/emissive multiplier
  • MaterialValue/Alpha Dissolve Power Max
  • MaterialValue/emissive color lerp
  • MaterialValue/Alpha Dissolve
  • MaterialValue/Color Hitflash Enabled
  • MaterialValue/UV Distortion Dissolve Strength
  • MaterialValue/zSwitch UVsets UV Dissolve
  • MaterialValue/Fresnel Power Emissive
  • MaterialValue/Fresnel Slope Emissive
  • MaterialValue/Fresnel Inverse Emissive
  • MaterialValue/Wetness Bias
  • MaterialValue/Translucency Intensity
  • MaterialValue/Translucency Minimum Brightness
  • MaterialValue/AO Multiplier
  • MaterialValue/Emissive Color Source
  • MaterialValue/Height Cutoff
  • MaterialValue/Fresnel Double Sided
  • MaterialValue/Emissive Texture Multiplier
  • MaterialValue/PvP Glow Intensity
  • MaterialValue/Alpha Dissolve Harshness
  • MaterialValue/Use Hit Flash Proximity Mask
  • MaterialValue/Hit Flash Proximity Distance
  • MaterialValue/Death Darken Multiplier
  • MaterialValue/Death Darken Duration
  • MaterialValue/Cylindrical UV Projection Direction
  • MaterialValue/Invert Cylindrical UVs
  • MaterialValue/Hit Flash NormalMap Influence
  • MaterialValue/Ruler Ethereal to Physical
  • MaterialValue/Invert Ruler Transition
  • MaterialValue/Ruler Transition Mask Softness
  • MaterialValue/Ruler Transition Noise Contribution
  • MaterialValue/Ruler Veil Fresnel Power
  • MaterialValue/Ruler Veil Fresnel Scalar
  • MaterialValue/Ruler Veil Noise Fresnel Influence
  • MaterialValue/Ruler Veil Alpha
  • MaterialValue/Ruler Veil Emissive Intensity
  • MaterialValue/Ruler Veil UV Set
  • MaterialValue/Ruler Veil Texture Power
  • MaterialValue/Ruler Veil Secondary Color Power
  • MaterialValue/Ruler Transition Dissolve Axis
  • MaterialValue/Emissive Color Texture UV
  • MaterialValue/PvP Emissive Tint Factor
  • MaterialValue/emissive color
  • MaterialValue/Translucency Color Hero
  • MaterialValue/Ruler Veil Secondary Color
  • MaterialValue/Ruler Veil Primary Color
  • Texture/uvDist_gaussianNoise_UVDistortion
  • Texture/solid_black
  • Texture/spiritRealm_streakPanner_Noise1
  • Texture/middleGray_Color
  • Texture/CharacterSnow_Mask
  • Texture/000_white
  • Texture/solid_white
  • MaterialValue/Color Intensity
  • MaterialValue/UV Distortion Global Strength
  • MaterialValue/Fresnel Power
  • MaterialValue/Fresnel Slope
  • MaterialValue/Color Gradient V
  • MaterialValue/Fresnel Inverse
  • MaterialValue/Alpha Brightness Global
  • MaterialValue/Alpha Noise Multiplier
  • MaterialValue/UV Distortion 1 U Strength
  • MaterialValue/UV Distortion 1 V Strength
  • MaterialValue/Alpha Soft Distance
  • MaterialValue/Noise 1 - Alpha lerp to white
  • MaterialValue/Noise 2 - Alpha lerp to white
  • MaterialValue/UV Distortion Noise1 Strength
  • MaterialValue/UV Distortion Noise2 Strength
  • MaterialValue/zSwitch Actor Fresnel Emissive Method
  • MaterialValue/Fresnel Add Emissive
  • MaterialValue/Invert Soft Alpha
  • MaterialValue/emissive multiplier 2
  • MaterialValue/Exposure Compensation Enabled
  • MaterialValue/Low EV Alpha
  • MaterialValue/High EV Alpha
  • MaterialValue/Color Saturation
  • MaterialValue/Alpha Test Threshold
  • MaterialValue/Use Vertex Alpha
  • MaterialValue/Use Vertex Color
  • MaterialValue/Recolor for Helltide Water
  • MaterialValue/Mask Power
  • 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 Distortion Method
  • MaterialValue/zSwitch Actor Fresnel Alpha Method
  • MaterialValue/Noise 1 UV Select
  • MaterialValue/Noise 2 UV Select
  • Texture/flat_NM
  • Texture/spiritborn_poison_ColorGradient
  • Texture/black_blackalpha
  • 1931476
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