References to this File
  • Material/Mephisto_Arena_WormPile_A_01.mat
  • Material/Naha_Building_Kurast_Low_Tarp_04_Jute_Moss_D_VtexAnim.mat
  • Material/Naha_Building_Stall_Fabric_03_A_Jute_Moss_E_VtexAnim.mat
  • Material/First_Khazra_Pressure_Plate_Gem_Off_AltColor_Dyn.mat
  • Material/Naha_Building_Stall_Fabric_03_A_Jute_Moss_D_VtexAnim.mat
  • Material/First_Khazra_Large_Crystals_02_Dyn_Death.mat
  • Material/Raid_Khazra_Glass_Large_Window_War.mat
  • Material/First_Khazra_Pressure_Plate_Gem_NeutralOff_AltColor__Dyn.mat
  • Material/Naha_Building_Stall_Fabric_02_A_Jute_Moss_A_VtexAnim.mat
  • Material/First_Khazra_Large_Crystals_01.mat
  • Material/Generic_Prop_Bloodhawk_Corpse.mat
  • Material/S05_Prop_Lesser_Membrane_Base_01.mat
  • Material/Naha_Building_Stall_Fabric_02_A_Jute_Moss_D_VtexAnim.mat
  • Material/Tora_Buildings_Tiklan_Cloth_01_D_Wind.mat
  • Material/X1_Collectibles_Akarat_Statue_Switch_Red.mat
  • Material/First_Khazra_Pressure_Plate_Gem_NeutralOff_Dyn.mat
  • Material/First_Khazra_Large_Crystals_02.mat
  • Material/Naha_Building_Stall_Fabric_02_A_Jute_Moss_E_VtexAnim.mat
  • Material/Naha_Building_Stall_Fabric_02_A_Jute_Moss_C_VtexAnim.mat
  • Material/Naha_Building_Stall_Fabric_03_A_Jute_Moss_C_VtexAnim.mat
  • Material/Naha_Building_Fabric_01_C_Jute_Moss_VtexAnim.mat
  • Material/Naha_Building_Stall_Fabric_02_A_Jute_Moss_B_VtexAnim.mat
  • Material/Tora_Buildings_Tiklan_Cloth_01_E_Wind.mat
  • Material/Tora_Buildings_Tiklan_Cloth_01_C_Wind.mat
  • Material/Naha_Building_Stall_Fabric_03_A_Jute_Moss_A_VtexAnim.mat
  • Material/First_Khazra_Large_Crystals_02_Dyn.mat
  • Material/Raid_Khazra_Witch_Distiller_A_01_Glass.mat
  • Material/Naha_Building_Stall_Fabric_03_A_Jute_Moss_VtexAnim.mat
  • Material/Tora_Buildings_Tiklan_Cloth_01_B_Wind.mat
  • Material/First_Khazra_Pressure_Plate_Gem_Off_Dyn.mat
  • Material/First_Khazra_Large_Crystals_01_Dyn.mat
  • Material/Naha_Building_Stall_Fabric_02_A_Jute_Moss_VtexAnim.mat
  • Material/Kurast_Prop_Lake_Seaweed.mat
  • Material/Naha_Building_Stall_Fabric_03_A_Jute_Moss_B_VtexAnim.mat
  • Material/Tora_Buildings_Tiklan_Cloth_01_A_Wind.mat
  • Material/Kurast_Prop_Lake_Seaweed_LightWind.mat
  • Shader/OVERRIDE_scene_def_gbuff_basic_Default_Medium_Actor_BloodRain.shd
  • Shader/scene_def_gbuff_basic_directional_blend.shd
  • Shader/scene_def_gbuff_snow_low_quality.shd
  • Shader/scene_def_gsoft_basic.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_SecondAlpha_doubleside.shd
  • Shader/scene_def_gsoft_parallaxocclusion_low_quality.shd
  • Shader/OVERRIDE_prop_def_gbuff_blenddir_Default_Medium_Actor_BloodRain_400365.shd
  • Shader/scene_def_gsoft_basic_bluenoise_alphatest_doublesided.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_doublesided_masking_nearMask.shd
  • Shader/scene_def_gbuff_parallax.shd
  • Shader/OVERRIDE_prop_def_gbuff_basic_doublesided_Default_Medium_Actor_BloodRain_218433.shd
  • Shader/IGC_prop_def_gbuff_basic_doublesided_BLACtest.shd
  • Shader/scene_def_gsoft_basic_fuzzy_vertanim_banner.shd
  • Shader/prop_def_gbuff_basic.shd
  • Shader/prop_def_gbuff_basic_vertAnim_vat_soft_body_deformation_noAnim.shd
  • Shader/scene_def_gbuff_basic_vertAnim_worldpivotswing.shd
  • Shader/prop_def_gbuff_basic_translucent.shd
  • Shader/prop_def_gsoft_basic_emissive_pulsing_vertanim_breathing.shd
  • Shader/scene_def_gsoft_blenddir_vtex.shd
  • Shader/scene_def_gbuff_glass.shd
  • Shader/prop_def_gbuff_basic_to_emissive_mult_mask.shd
  • Shader/prop_def_gbuff_blenddir_dissolve.shd
  • Shader/scene_def_gbuff_basic_fuzzy_masking_boundingBox.shd
  • Shader/OVERRIDE_scene_def_gbuff_glass_Default_Medium_Actor_BloodRain_271055.shd
  • Shader/igc_glass_actor.shd
  • Shader/scene_def_gbuff_aniso_vertcolor.shd
  • Shader/prop_def_gsoft_basic_alpha_doublesided.shd
  • Shader/scene_def_gbuff_blenddir_vtex.shd
  • Shader/scene_def_gbuff_basic_bluenoise_vertanim_banner_doubleSided_alphatest_masking_nearMask.shd
  • Shader/scene_def_gbuff_basic_vertanim_banner_alphatest.shd
  • Shader/scene_def_gbuff_basic_vertanim_banner_alphatest_doublesided.shd
  • Shader/scene_def_gbuff_basic_vertanim_banner_alphatest_iridescence.shd
  • Shader/prop_def_gbuff_basic_darken.shd
  • Shader/scene_def_gbuff_translucency.shd
  • Shader/scene_fwd_trans_basic_alphablend_doublesided_vertanim_banner.shd
  • Shader/scene_def_gbuff_basic_to_emissive_mult_mask.shd
  • Shader/scene_def_gsoft_parallaxocclusion_vertAnim_vat_rigid_body_dynamic.shd
  • Shader/OVERRIDE_scene_def_gbuff_basic_vertanim_banner_alphatest_doublesided_Default_Medium_Actor_BloodRain_223715.shd
  • Shader/prop_def_gbuff_basic_coinglow_vertAnim_vat_rigid_body_dynamic.shd
  • Shader/prop_def_gbuff_blenddir_vtex.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_doublesided.shd
  • Shader/procgen_firechain_opaque.shd
  • Shader/prop_def_gbuff_glass_scroll_emissive.shd
  • Shader/scene_def_gbuff_glass_simple.shd
  • Shader/scene_def_gbuff_basic_to_emissive_mult_mask_alphatest.shd
  • Shader/scene_def_gsoft_snow_low_quality.shd
  • Shader/scene_def_gbuff_basic_translucent.shd
  • Shader/scene_def_gbuff_basic_fuzzy.shd
  • Shader/scene_def_gsoft_basic_alphatest.shd
  • Shader/prop_def_gbuff_basic_emissive_flicker.shd
  • Shader/IGC_BLB_FX_neyrelle_sleeve_vertAnim_vat_soft_body_gbuff_dissolve_doublesided.shd
  • Shader/scene_def_gbuff_basic_tilingScaleBB.shd
  • Shader/scene_def_gbuff_basic_bluenoise_alphatest_masking_nearMask.shd
  • Shader/igc_prop_def_gbuff_basic_ws_vertex_noise_vat.shd
  • Shader/scene_def_gwatr_ice.shd
  • Shader/prop_def_gbuff_basic_dissolve.shd
  • Shader/prop_def_gbuff_basic_daylight_compensated_emiss.shd
  • Shader/scene_def_gbuff_blenddir_vertanim_banner_alphatest_doubleSided.shd
  • Shader/prop_def_gsoft_blenddir.shd
  • Shader/OVERRIDE_prop_def_gbuff_basic_Default_Medium_Env_BloodRain_201806.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_dissolve_doublesided.shd
  • Shader/prop_def_gbuff_blenddir.shd
  • Shader/prop_def_gbuff_basic_vertanim_pulse_proximity.shd
  • Shader/cookie_prop_basic_fuzzy_alphaControl_dissolve.shd
  • Shader/prop_def_gbuff_basic_vtexMask.shd
  • Shader/scene_def_gsoft_basic_fuzzy_vertanim_banner_masking_nearMask.shd
  • Shader/prop_def_gbuff_basic_vertexAnim_multipivot_flutter.shd
  • Shader/prop_fwd_trans_basic_alphablend_doublesided_vertanim_banner.shd
  • Shader/scene_fwd_trans_fresnelControl.shd
  • Shader/scene_def_gbuff_basic_emissive.shd
  • Shader/scene_def_gsoft_basic_alphablend_doublesided_vertanim_banner.shd
  • Shader/scene_def_gsoft_parallaxocclusion_emissive_flicker.shd
  • Shader/OVERRIDE_scene_def_gbuff_basic_uvscale_Default_Medium_Actor_BloodRain_38841.shd
  • Shader/prop_def_gbuff_basic_vertanim_breathing.shd
  • Shader/scene_def_gbuff_basic_hsv_vertanim_banner_alphatest.shd
  • Shader/igc_fluid_test.shd
  • Shader/prop_def_gbuff_basic_iridescence.shd
  • Shader/igc_pfv_3110_vani_eye.shd
  • Shader/OVERRIDE_prop_def_gbuff_basic_dissolve_Default_Medium_Actor_BloodRain_498603.shd
  • Shader/scene_def_gsoft_basic_skittering.shd
  • Shader/OVERRIDE_scene_def_gsoft_basic_Default_Medium_Actor_BloodRain_72902.shd
  • Shader/OVERRIDE_scene_def_gsoft_parallaxocclusion_Default_Medium_VFX_Highlight_206536.shd
  • Shader/prop_def_gbuff_va_sub_normalized.shd
  • Shader/prop_def_gbuff_basic_bluenoise_vertanim_banner_doublesided_alphatest.shd
  • Shader/prop_def_gbuff_basic_doublesided_eyelid_movement.shd
  • Shader/scene_def_gbuff_basic_fuzzy_vertanim_banner.shd
  • Shader/scene_def_gbuff_basic_alphatest.shd
  • Shader/scene_def_gbuff_basic_vertAnim_wobble.shd
  • Shader/igc_glass.shd
  • Shader/scene_def_gbuff_basic_vertanim_pivotswing_banner_alphatest.shd
  • Shader/prop_def_gsoft_basic_alphablend_doublesided_vertanim_banner.shd
  • Shader/cookie_druid_human_gsoft_glass_simple.shd
  • Shader/prop_def_gsoft_basic_vtex.shd
  • Shader/scene_def_gbuff_basic_fuzzy_vertanim_banner_masking_nearMask.shd
  • Shader/scene_def_gbuff_basic_vertanim_pivotswing_alphatest.shd
  • Shader/prop_fwd_trans_basic.shd
  • Shader/prop_def_gsoft_basic_emissive.shd
  • Shader/scene_def_gbuff_basic_bluenoise_alphatest_emissive.shd
  • Shader/scene_def_gbuff_basic_vertanim_rotate_z_alphatest_doublesided.shd
  • Shader/vfx_scene_def_gbuff_basic.shd
  • Shader/OVERRIDE_prop_def_gsoft_basic_Default_Medium_Actor_BloodRain_206746.shd
  • Shader/scene_def_gsoft_glass_simple.shd
  • Shader/prop_def_gbuff_basic_chargeable.shd
  • Shader/IGC_def_Transparent_StainedGlass.shd
  • Shader/scene_def_gdeca_basic.shd
  • Shader/scene_def_gbuff_snow.shd
  • Shader/prop_def_gbuff_basic_alphatest_doublesided.shd
  • Shader/scene_def_gwatr_ice_regularUV.shd
  • Shader/scene_def_gsoft_basic_fuzzy_masking_boundingBox.shd
  • Shader/scene_def_gbuff_basic_uvscale.shd
  • Shader/scene_def_gbuff_basic_vtex.shd
  • Shader/scene_def_gbuff_basic_alphatest_doublesided.shd
  • Shader/prop_def_gwatr_ice_vertAnim_vat_rigid_body_dynamic.shd
  • Shader/prop_def_gsoft_blenddir_dissolve.shd
  • Shader/scene_def_gsoft_basic_alphatest_doublesided.shd
  • Shader/scene_def_gsoft_basic_vertanim_breathing.shd
  • Shader/scene_def_gbuff_basic_bluenoise_vertanim_banner_alphatest_doubleSided.shd
  • Shader/prop_def_gbuff_basic_vertanim_pivotswing_alphatest.shd
  • Shader/OVERRIDE_prop_def_gbuff_glass_Default_Medium_Actor_BloodRain_813970.shd
  • Shader/scene_def_gbuff_basic_vertexAnim_buoyancy.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_doublesided_vertAnim_noise_directional.shd
  • Shader/scene_def_gbuff_basic_emissive_vertanim_breathing.shd
  • Shader/prop_def_gbuff_basic_vertanim_banner_alphatest_doublesided.shd
  • Shader/OVERRIDE_scene_def_gbuff_basic_doublesided_Default_Medium_Actor_BloodRain_217068.shd
  • Shader/prop_def_gbuff_basic_doublesided.shd
  • Shader/OVERRIDE_scene_def_gbuff_basic_Default_Medium_VFX_Highlight_37731.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_SecondAlpha.shd
  • Shader/OVERRIDE_prop_def_gbuff_custom_iridescence_Default_Medium_Actor_BloodRain_1951066.shd
  • Shader/scene_def_gbuff_blenddir.shd
  • Shader/scene_fwd_trans_basic_uvscale.shd
  • Shader/scene_def_gbuff_blenddir_uvscale.shd
  • Shader/scene_def_gbuff_basic_vertanim_breathing.shd
  • Shader/scene_debug_emissive.shd
  • Shader/prop_def_gsoft_basic_fuzzy_alphaControl_dissolve.shd
  • Shader/prop_def_gbuff_basic_emissive_pulsing_vertanim_breathing.shd
  • Shader/scene_def_gsoft_basic_emissive_vertanim_breathing.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_hellcloth.shd
  • Shader/prop_def_gsoft_glass_wigglyHighlight.shd
  • Shader/scene_def_gbuff_basic_subsurface_alphatest.shd
  • Shader/scene_def_gsoft_parallaxocclusion_low_quality_vertAnim_vat_rigid_body_dynamic.shd
  • Shader/prop_def_gbuff_basic_vertexAnim_buoyancy.shd
  • Shader/OVERRIDE_prop_def_gbuff_basic_Default_Medium_Actor_TrapHighlight.shd
  • Shader/scene_def_gbuff_screenSpace_emissive_uvscale.shd
  • Shader/prop_fur.shd
  • Shader/OVERRIDE_scene_def_gbuff_blenddir_Default_Medium_Env_BloodRain_159549.shd
  • Shader/prop_def_gbuff_glass.shd
  • Shader/scene_def_gsoft_parallax.shd
  • Shader/cookie_prop_def_gsoft_glass_simple.shd
  • Shader/prop_def_gbuff_basic_vertanim_vrig_flutter.shd
  • Shader/scene_def_global_vertanim_flutter_proximity_wellOfOblivion.shd
  • Shader/prop_def_gbuff_basic_vertAnim_vat_rigid_body_dynamic_lilith_arena.shd
  • Shader/scene_fwd_trans_basic.shd
  • Shader/prop_def_gwatr_ice_regularUV.shd
  • Shader/prop_def_gwatr_ice.shd
  • Shader/prop_def_gbuff_va_sub.shd
  • Shader/scene_def_gwatr_basic.shd
  • Shader/prop_def_gbuff_basic_fuzzy_vertanim_banner.shd
  • Shader/scene_def_gbuff_shiftingSands.shd
  • Shader/scene_def_gsoft_basic_directional_blend.shd
  • Shader/prop_def_gbuff_basic_chargeable_UV1AlphaGradient.shd
  • Shader/scene_def_gbuff_basic_vertAnim_sway.shd
  • Shader/OVERRIDE_prop_def_gbuff_basic_darken_Default_Medium_Actor_BloodRain_558321.shd
  • Shader/scene_def_gbuff_basic_alphatest_emissive.shd
  • Shader/scene_def_gsoft_snow.shd
  • Shader/scene_def_gbuff_basic_emissive_flicker.shd
  • Shader/prop_def_gsoft_basic_fuzzy.shd
  • Shader/scene_def_gbuff_basic_doublesided.shd
  • Shader/scene_def_gsoft_glass.shd
  • Shader/prop_def_gbuff_blenddir_vertanim_banner_alphatest_doubleSided.shd
  • Shader/OVERRIDE_prop_def_gbuff_basic_Default_Medium_Actor_BloodRain_201806.shd
  • Shader/scene_def_gbuff_parallaxocclusion.shd
  • Shader/prop_def_gsoft_basic_dissolve.shd
  • Shader/prop_def_gbuff_basic_vtex.shd
  • Shader/prop_def_gbuff_blenddir_bluenoise_alphatest_doublesided.shd
  • Shader/scene_def_gsoft_basic_tilingScaleBB.shd
  • Shader/prop_def_gsoft_basic_bluenoise_alphatest_doublesided.shd
  • Shader/scene_def_gbuff_basic_shadow.shd
  • Shader/scene_def_gsoft_parallax_ice_soulstone.shd
  • Shader/scene_def_gsoft_basic_emissive.shd
  • Shader/scene_def_gsoft_basic_vtex.shd
  • Shader/prop_def_gbuff_va_soft_doublesided.shd
  • Shader/scene_def_gbuff_basic_bluenoise_alphatest_distort.shd
  • Shader/prop_def_gbuff_basic_emissive.shd
  • Shader/scene_def_gbuff_basic_masking_nearMask.shd
  • Shader/prop_def_gbuff_basic_vertAnim_vat_soft_body_deformation.shd
  • Shader/scene_def_gbuff_basic_vertexAnim_multipivot_flutter.shd
  • Shader/scene_def_gbuff_basic_bluenoise_alphatest_doublesided.shd
  • Shader/scene_def_gbuff_basic_vertanim_banner_forcesim_alphatest.shd
  • Shader/prop_def_gbuff_basic_masking_local_height.shd
  • Shader/prop_def_gbuff_basic_vertAnim_vat_rigid_body_dynamic.shd
  • Shader/prop_def_gbuff_basic_vertexAnim_multipivot.shd
  • Shader/prop_def_gsoft_basic_vtexMask.shd
  • Shader/scene_def_gbuff_basic_alphatest_masking_nearMask.shd
  • Shader/prop_def_gsoft_basic_vao.shd
  • Shader/prop_def_gbuff_basic_vertAnim_vat_rigid_body_dynamic_noAnim.shd
  • Shader/OVERRIDE_scene_def_gbuff_basic_Default_Medium_Env_BloodRain.shd
  • Shader/prop_def_gbuff_basic_ws_vertex_noise.shd
  • Shader/prop_def_gbuff_aniso_va_sub_normalized.shd
  • Shader/scene_def_gbuff_glass_scroll_emissive.shd
  • Shader/scene_def_gsoft_parallaxocclusion.shd
  • Shader/prop_def_gbuff_basic_masking_nearMask.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest.shd
  • Shader/scene_def_gbuff_basic_hsv_vertanim_banner_alphatest_doublesided.shd
  • Shader/prop_def_gsoft_basic.shd
  • Shader/prop_def_gbuff_basic_vertAnim_wobble.shd
  • Shader/druid_human_gsoft_glass_wigglyHighlight.shd
  • Shader/prop_def_gbuff_basic_fuzzy.shd
  • Shader/OVERRIDE_prop_def_gbuff_blenddir_vertAnim_vat_rigid_body_dynamic_Default_Medium_Actor_BloodRain_1974888.shd
  • Shader/prop_def_gbuff_custom_iridescence.shd
  • Shader/scene_def_gsoft_parallax_ice.shd
  • Shader/scene_def_gbuff_blenddir_alphablend.shd
  • Shader/scene_def_gbuff_basic_vertanim_rotate_z.shd
  • Shader/scene_def_gbuff_basic_bluenoise_vertanim_banner_alphatest_doubleSided_fresnel.shd
  • Shader/prop_def_gbuff_basic_masking_boundingBox.shd
  • Shader/scene_def_gbuff_basic.shd
  • Shader/prop_def_gbuff_blenddir_bluenoise_alphatest.shd
  • Shader/actor_def_gbuff_glass.shd
  • Shader/scene_def_gsoft_blenddir.shd
  • Shader/prop_def_gbuff_basic_distancefade.shd
  • Shader/scene_def_gbuff_basic_to_emissive_mult_mask_skinned.shd
  • Shader/prop_def_basic_fresnel.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_masking_nearMask.shd
  • Shader/scene_def_gbuff_layered_2_directional_blend_vertAnim_hatred_highlight.shd
  • Shader/prop_def_gbuff_basic_scroll_emissive.shd
  • Shader/prop_def_gbuff_basic_bluenoise_alphatest_dissolve.shd
  • Shader/OVERRIDE_scene_def_gbuff_basic_alphatest_doublesided_Default_Medium_Actor_BloodRain_287536.shd
  • Shader/prop_def_gbuff_basic_noalpha.shd
  • Shader/prop_def_gbuff_basic_coinglow_vertAnim_vat_rigid_body_dynamic_noAnim.shd
  • Shader/prop_def_gbuff_basic_vertanim_banner_alphatest.shd
  • Shader/prop_def_gbuff_blenddir_vertAnim_vat_rigid_body_dynamic.shd
  • Shader/prop_def_gbuff_basic_vertanim_pulse.shd
  • Shader/prop_def_gbuff_basic_subsurface_alphatest.shd
  • Shader/scene_def_gsoft_basic_fuzzy_vertanim_banner_alphaControl.shd
  • Shader/scene_def_gbuff_emissive_translucent_candles.shd
  • Shader/cookie_scene_def_gsoft_glass_simple.shd
  • Shader/scene_def_gbuff_basic_iridescence.shd
  • Shader/OVERRIDE_scene_def_gbuff_blenddir_alphablend_Default_Medium_Actor_BloodRain_616893.shd
  • 1950736
    { "__fileName__": "base/meta/MaterialValue/Standard Texture UV Type.mtv" }