References to this File
  • ShaderMap/monster_opaque_randomVariation.shm
  • ShaderMap/duriel_body_intro.shm
  • ShaderMap/npc_hair.shm
  • ShaderMap/scene_def_gbuff_basic_bluenoise_vertanim_banner_alphatest_doubleSided.shm
  • ShaderMap/prop_def_gbuff_basic.shm
  • ShaderMap/IGC_POP_torch_cloth_opaque_pbr.shm
  • ShaderMap/boss_duriel_abdomen.shm
  • ShaderMap/scene_def_gbuff_blenddir.shm
  • ShaderMap/NPC_Eye.shm
  • ShaderMap/scene_def_gbuff_basic_vertAnim_worldpivotswing.shm
  • ShaderMap/scene_def_gbuff_basic.shm
  • ShaderMap/druid_human_opaque.shm
  • ShaderMap/particle_blend_flow_uber_unlit.shm
  • ShaderMap/item_opaque_emissiveFlow.shm
  • ShaderMap/vfx_actor_opaque_materialValue_dissolveByTexture.shm
  • ShaderMap/mount_gsoft_colorNoise_emissive.shm
  • ShaderMap/monster_opaque_twoEmissive.shm
  • ShaderMap/scene_def_global_basic_fuzzy.shm
  • ShaderMap/vfx_actor_blend_uber_lit_pbr_dissolveEdge.shm
  • ShaderMap/monster_opaque_effectOverlay.shm
  • ShaderMap/monster_opaque_skin_layeredDissolve_bloodMask.shm
  • ShaderMap/hero_opaque_emissiveFlow.shm
  • ShaderMap/prop_def_global_layered_2_mask_blend_defaultGbuff.shm
  • ShaderMap/mount_opaque_pbr_flowGem.shm
  • ShaderMap/hero_opaque_fur_dualNoise.shm
  • ShaderMap/hero_opaque_cloth_twitch.shm
  • ShaderMap/mount_opaque_pbr_crystal.shm
  • ShaderMap/vfx_particle_unique_inversePathMask.shm
  • ShaderMap/scene_def_gbuff_layered_2_directional_blend.shm
  • ShaderMap/scene_def_global_layered_bidirectional.shm
  • ShaderMap/hero_opaque_bloodFlow.shm
  • ShaderMap/KEL_1020_blood_vfx_decal_uber_lit_AO_normal_roughness.shm
  • ShaderMap/npc_mirage.shm
  • ShaderMap/prop_def_gbuff_basic_vertAnim_vat_soft_body_deformation_noAnim.shm
  • ShaderMap/npc_opaque.shm
  • ShaderMap/druid_human_opaque_waterFlow.shm
  • ShaderMap/prop_def_gbuff_basic_vertAnim_vat_rigid_body_dynamic_layered_directional_blend.shm
  • ShaderMap/mount_opaque_pbr_glass.shm
  • ShaderMap/mount_opaque_pbr_lightning.shm
  • ShaderMap/prop_chest_resplendent.shm
  • ShaderMap/hero_opaque_cloth_iridescent_dithered.shm
  • ShaderMap/prop_def_gbuff_basic_emissive_vertanim_breathing.shm
  • ShaderMap/speed_tree_8_opaque.shm
  • ShaderMap/druid_human_opaque_crystal.shm
  • ShaderMap/pet_opaque_motionBlur.shm
  • ShaderMap/scene_def_global_layered_2_directional_blend_albedoOnly.shm
  • ShaderMap/IGC_vfx_decal_uber_unlit_flow.shm
  • ShaderMap/env_godray.shm
  • ShaderMap/vfx_decal_uber_lit_emissive_normal_roughness_worldSpaceFull.shm
  • ShaderMap/actor_drowned_mini_frenzy.shm
  • ShaderMap/item_opaque.shm
  • ShaderMap/necro_corpse_opaque_subsurface_pbr_layeredDissolve.shm
  • ShaderMap/item_opaque_waterFlow.shm
  • ShaderMap/monster_opaque_skin_layeredDissolve.shm
  • ShaderMap/vfx_actor_gBuffer_uber_lit_pbr_dissolveEdge.shm
  • ShaderMap/item_opaque_dithered.shm
  • ShaderMap/druid_human_hair.shm
  • ShaderMap/hair_pbr_igc.shm
  • ShaderMap/mount_opaque_pbr.shm
  • ShaderMap/monster_opaque_skin_dissolve_UVSet1.shm
  • ShaderMap/druid_human_opaque_emissiveFlow.shm
  • ShaderMap/igc_SLY_fxRnD_monster_opaque_subsurface_pbr.shm
  • ShaderMap/monster_opaque_skin.shm
  • ShaderMap/monster_opaque_skin_randomVariation.shm
  • ShaderMap/item_opaque_subsurface.shm
  • ShaderMap/hero_opaque_veinPulsing.shm
  • ShaderMap/scene_def_gbuff_glass.shm
  • ShaderMap/vfx_particle_blend_uber_lit_noAA.shm
  • ShaderMap/Scece_Dev_scene_def_gbuff_basic.shm
  • ShaderMap/mount_opaque_pbr_holographic_ditherBlur.shm
  • ShaderMap/environmentVFX_actor_transparent_lit_fakeDoF_noShadows_noDoF_translucent_mmos.shm
  • ShaderMap/IGC_environmentVFX_particle_blend_lit_noShadow_noDoF.shm
  • ShaderMap/druid_human_opaque_skin.shm
  • ShaderMap/pet_opaque.shm
  • ShaderMap/prop_def_global_layered_directional_blend_defaultGbuff.shm
  • ShaderMap/prop_def_gbuff_emissive_mult_mask.shm
  • ShaderMap/pet_opaque_necroSkeleton.shm
  • ShaderMap/scene_def_global_layered_2_directional_blend.shm
  • ShaderMap/scene_def_gbuff_layered_2_directional_blend_vertAnim_vat_rigid_body_dynamic.shm
  • ShaderMap/prop_def_gbuff_glass.shm
  • ShaderMap/scene_def_gsoft_basic.shm
  • ShaderMap/environmentVFX_particle_blend_lit.shm
  • ShaderMap/npc_opaque_mixed.shm
  • ShaderMap/scene_def_gbuff_basic_highlight_noztest.shm
  • ShaderMap/IGC_vfx_decal_uber_lit_flow.shm
  • ShaderMap/prop_def_gbuff_multimat.shm
  • ShaderMap/scene_def_gbuff_basic_translucent.shm
  • ShaderMap/prop_def_gbuff_basic_vertanim_pulse_proximity.shm
  • ShaderMap/IGC_doublesided_pbr_erode_vat.shm
  • ShaderMap/hero_hair.shm
  • ShaderMap/mount_hair_holographic.shm
  • ShaderMap/druid_wereform_deathMesh_opaque_skin.shm
  • ShaderMap/prop_def_gbuff_basic_emissive_flicker.shm
  • ShaderMap/prop_def_gsoft_blenddir_dissolve.shm
  • ShaderMap/druid_human_opaque_vertanim_vrig_directional.shm
  • ShaderMap/item_opaque_parallax_textureLerp.shm
  • ShaderMap/hero_opaque_parallax_iridescent.shm
  • ShaderMap/druid_human_opaque_ZSlopeBias_0.shm
  • ShaderMap/ambient_opaque.shm
  • ShaderMap/npc_opaque_skin.shm
  • ShaderMap/druid_human_deathMesh_opaque_skin.shm
  • ShaderMap/item_opaque_pbr_vertanim_noise_directional.shm
  • ShaderMap/IGC_KEL_1050_vfx_decal_uber_lit_AO_normal_roughness.shm
  • ShaderMap/monster_opaque_dissolve.shm
  • ShaderMap/prop_def_global_layered_2_directional_blend_dissolve.shm
  • ShaderMap/scene_def_global_layered_directional_blend_defaultGbuff.shm
  • ShaderMap/scene_def_gbuff_emissive_mult_mask.shm
  • ShaderMap/scene_def_global_basic_fuzzy_defaultGbuff.shm
  • ShaderMap/pet_opaque_skin.shm
  • ShaderMap/monster_transparent.shm
  • ShaderMap/actor_opaque_pbr.shm
  • ShaderMap/prop_def_gbuff_basic_darken.shm
  • ShaderMap/scene_def_global_layered_directional_blend.shm
  • ShaderMap/scene_def_gbuff_blenddir_highlight_no_ztest.shm
  • ShaderMap/hero_opaque_cloth.shm
  • ShaderMap/prop_def_gbuff_blenddir.shm
  • ShaderMap/mount_opaque_pbr_twitch.shm
  • ShaderMap/chr_opaque_skin_noCustomization.shm
  • ShaderMap/scene_def_gbuff_blenddir_vertanim_banner_alphatest_doubleSided.shm
  • ShaderMap/particle_add_uber_fogged.shm
  • ShaderMap/scene_def_global_layered_2_directional_blend_albedoOnly_vertAnim_wobble.shm
  • ShaderMap/prop_def_gbuff_blenddir_vtex.shm
  • ShaderMap/hero_opaque_skin.shm
  • ShaderMap/mount_opaque_pbr_waterFlow.shm
  • ShaderMap/prop_def_gbuff_blenddir_vertanim_banner_alphatest_doubleSided.shm
  • ShaderMap/prop_def_gsoft_basic.shm
  • ShaderMap/scene_def_global_layered_2_mask_blend.shm
  • ShaderMap/monster_ghost2.shm
  • ShaderMap/monster_opaque_skin_dissolve.shm
  • ShaderMap/scene_def_global_layered_2_mask_blend_defaultGbuff.shm
  • ShaderMap/hero_hair_barbarianWrath.shm
  • ShaderMap/hero_opaque_twoEmissive_vertanim_pivotMove_Breathe.shm
  • ShaderMap/monster_opaque.shm
  • ShaderMap/item_gsoft.shm
  • ShaderMap/item_opaque_emissiveFlicker.shm
  • ShaderMap/scene_def_global_layered_2_directional_blend_worldPositionLine.shm
  • ShaderMap/prop_gbuff_basic_dissolve.shm
  • ShaderMap/monster_hair.shm
  • ShaderMap/scene_def_global_layered_2_directional_blend_defaultGbuff.shm
  • ShaderMap/prop_def_gbuff_basic_chargeable.shm
  • ShaderMap/scene_def_global_layered_2_directional_blend_vertAnim_wobble.shm
  • ShaderMap/boss_malignantTube_vertanim_opaque.shm
  • ShaderMap/boss_vampire_vertAnim.shm
  • ShaderMap/monster_opaque_skin_doubleSided.shm
  • ShaderMap/prop_def_gsoft_basic_emissive_vertanim_breathing.shm
  • ShaderMap/environmentVFX_particle_blend_lit_noShadow.shm
  • ShaderMap/monster_opaque_doubleSided.shm
  • ShaderMap/IGC_doublesided_pbr.shm
  • ShaderMap/hero_opaque_dithered.shm
  • ShaderMap/IGC_environmentVFX_particle_blend_lit_noShadow_noDoF_noAA.shm
  • ShaderMap/IGC_doublesided_pbr_erode.shm
  • ShaderMap/scene_def_gbuff_basic_doublesided.shm
  • ShaderMap/hero_opaque_cloth_crystal.shm
  • ShaderMap/armor_hair.shm
  • ShaderMap/Hero_Eye.shm
  • ShaderMap/IGC_POP_VAT_fire.shm
  • ShaderMap/monster_opaque_emissiveUV1.shm
  • ShaderMap/item_opaque_vertanim_pulse.shm
  • ShaderMap/druid_wereform_opaque_skin.shm
  • ShaderMap/IGC_opaque_pbr_FullPrecision.shm
  • ShaderMap/prop_def_gbuff_basic_scroll_emissive.shm
  • ShaderMap/hero_opaque_cloth_bloodFlow.shm
  • ShaderMap/prop_def_gbuff_basic_vertanim_pulse.shm
  • ShaderMap/mount_ghost.shm
  • ShaderMap/prop_def_gbuff_basic_vertAnim_vat_rigid_body_dynamic.shm
  • ShaderMap/prop_def_gbuff_basic_doublesided.shm
  • ShaderMap/item_opaque_pbr_vertanim_vrig_directional.shm
  • ShaderMap/scene_def_global_basic.shm
  • ShaderMap/hero_opaque_twoEmissive.shm
  • ShaderMap/item_opaque_twitch.shm
  • ShaderMap/boss_vampire_vertAnim_dissolve.shm
  • ShaderMap/hero_opaque_crystal.shm
  • ShaderMap/mount_opaque_emissiveFlow_pbr.shm
  • ShaderMap/prop_def_gbuff_basic_bluenoise_alphatest_dissolve_doublesided.shm
  • ShaderMap/IGC_SLA_ToD_environmentVFX_particle_blend_lit_noShadow.shm
  • ShaderMap/prop_def_gbuff_basic_vertAnim_vat_rigid_body_dynamic_lilith_arena.shm
  • ShaderMap/scene_def_global_layered_directional_blend_vertAnim_worldpivotswing.shm
  • ShaderMap/scene_def_gbuff_blenddir_alphatest.shm
  • ShaderMap/prop_def_gbuff_basic_vertAnim_vat_soft_body_deformation.shm
  • ShaderMap/mount_opaque_pbr_cloth_fuzzy.shm
  • ShaderMap/item_opaque_flowGem.shm
  • ShaderMap/mount_opaque_subsurface_pbr.shm
  • ShaderMap/seahag_hair_pbr_vertexAnimation.shm
  • ShaderMap/scene_def_gbuff_basic_emissive.shm
  • ShaderMap/IGC_hero_opaque_subsurface_pbr_bloodLerp.shm
  • ShaderMap/item_ghost.shm
  • ShaderMap/IGC_Be_vfx_particle_blend_uber_lit.shm
  • ShaderMap/druid_human_opaque_cloth.shm
  • ShaderMap/hero_opaque_ZSlopeBias_0.shm
  • ShaderMap/npc_transparent.shm
  • ShaderMap/hero_opaque_waterFlow.shm
  • ShaderMap/vfx_particle_blend_uber_unlit_noAA.shm
  • ShaderMap/IGC_SLA_amalgam_monster_opaque_subsurface_pbr.shm
  • ShaderMap/mount_opaque_pbr_parallax_iridescent.shm
  • ShaderMap/scene_def_gbuff_basic_alphatest_doublesided.shm
  • ShaderMap/prop_def_gbuff_basic_doublesided_eyelid_movement.shm
  • ShaderMap/IGC_doublesided_pbr_FullPrecision.shm
  • ShaderMap/prop_def_gbuff_blenddir_dissolve.shm
  • ShaderMap/malignant_tube_vertex_anim_opaque_pbr.shm
  • ShaderMap/SLY_fxRnd_hero_opaque_subsurface_pbr.shm
  • ShaderMap/vfx_actor_blend_uber_unlit_fakeReflection.shm
  • ShaderMap/mount_hair.shm
  • ShaderMap/hero_opaque.shm
  • ShaderMap/vfx_actor_blend_uber_lit_pbr_nearMask.shm
  • ShaderMap/particle_blend_flow_fog.shm
  • ShaderMap/scene_def_global_layered_2_directional_blend_albedoOnly_defaultGbuff.shm
  • ShaderMap/vfx_actor_add_uber_pbr_lit_twoSided.shm
  • ShaderMap/druid_human_opaque_veinPulsing.shm
  • ShaderMap/environmentVFX_actor_transparent_lit_noShadows_translucent.shm
  • ShaderMap/hero_opaque_cloth_iridescent.shm
  • ShaderMap/speed_tree_8_alpha.shm
  • ShaderMap/item_opaque_parallax_iridescent.shm
  • ShaderMap/prop_def_gbuff_basic_vertanim_vrig_flutter.shm
  • ShaderMap/scene_def_gbuff_basic_vertanim_banner_alphatest_doubleSided.shm
  • ShaderMap/boss_butcher.shm
  • ShaderMap/scene_def_gbuff_basic_uvscale.shm
  • ShaderMap/scene_def_global_layered_directional_blend_alphatest_doublesided.shm
  • ShaderMap/prop_def_global_layered_2_directional_blend_defaultGbuff.shm
  • ShaderMap/IGC_BLB_TEST_IGC_prop_def_gbuff_basic_vertAnim_vat_soft_body_deformation_burn.shm
  • ShaderMap/monster_opaque_iridescent.shm
  • ShaderMap/prop_def_gbuff_basic_vertAnim_vat_rigid_body_dynamic_noAnim.shm
  • ShaderMap/scene_def_global_layered_2_directional_blend_vtex.shm
  • ShaderMap/Collection_scene_def_gbuff_basic.shm
  • ShaderMap/environmentVFX_actor_transparent_uber_pbr_lit_noShadows.shm
  • ShaderMap/vfx_actor_blend_uber_lit_pbr_alphaTest_twoSided.shm
  • References to other File
  • MaterialValue/Color Hitflash Enabled
  • MaterialValue/Wetness Bias
  • MaterialValue/AO Multiplier
  • MaterialValue/Fresnel Double Sided
  • MaterialValue/Use Hit Flash Proximity Mask
  • MaterialValue/Hit Flash Proximity Distance
  • MaterialValue/Death Darken Multiplier
  • MaterialValue/Death Darken Duration
  • MaterialValue/Hit Flash NormalMap Influence
  • Texture/vfx_Frozen_Normal
  • Texture/CharacterSnow_Mask
  • Texture/CharacterSnow_Normal
  • Texture/BloodNoise_Rough
  • Shader/ShaderFX_Actor_ObjectiveHighlight
  • MaterialValue/Highlight Brightness
  • MaterialValue/Highlight Scroll Speed
  • MaterialValue/Highlight Length
  • MaterialValue/Highlight Frequency
  • MaterialValue/Highlight U-Tiling
  • MaterialValue/Highlight Scroll-Space
  • MaterialValue/Highlight Fresnel Power
  • MaterialValue/Highlight AO Contribution
  • MaterialValue/Highlight Invert UVs
  • Texture/vfx_highlight_gradient_top_Mask
  • Shader/ShaderFX_Chr_Burning
  • MaterialValue/Cylindrical UV Projection Direction
  • MaterialValue/Invert Cylindrical UVs
  • MaterialValue/Override Falloff Bias
  • MaterialValue/Override Falloff Height
  • MaterialValue/Enable Override Falloff
  • Texture/uvDist_flameSquiggles
  • Texture/barb_rallyingCry_aoe_wave_cloudy_bubbly_Noise2
  • Texture/cosmetic_sorcFire_primary_ColorGradient
  • Shader/ShaderFX_Chr_Poisoned
  • MaterialValue/Alpha Dissolve
  • Texture/global_levelUp_energy_Noise
  • Texture/necro_shadowVeins_Noise
  • Shader/ShaderFX_Chr_Chilled
  • Texture/sorcerer_frostNova_Normal
  • Texture/death_fire_burnt_AO
  • Shader/ShaderFX_Chr_Shadowblight
  • Texture/smoke_streaks_C_UVDistortion2
  • Texture/necro_essence_cloud_Noise
  • Texture/necro_noiseCloud_Normal
  • Texture/necro_shadow_dark_ColorGradient
  • Shader/ShaderFX_Chr_ShadowInfected
  • Texture/weatherVFX_snow_blizzard_Noise
  • Texture/shadow-infested-override_Color
  • Texture/rogue_shadow_cloud_Noise2
  • Texture/vampire_boss_pale_shadow_ColorGradient
  • Shader/ShaderFX_Chr_Charred
  • Shader/ShaderFX_Chr_MotionBlur
  • Shader/ShaderFX_Chr_VampEnrage
  • Texture/000_flatNormal
  • Texture/energy_holyEnergyLight_highFreq
  • Texture/solid_white
  • Texture/monsterAffix_vampiricEnrage_veins
  • Shader/ShaderFX_Chr_UnstableCurrents
  • Texture/fxKit_lightning_UVDistortion
  • Texture/fxKit_lightning_Noise1
  • Texture/000_black
  • Shader/ShaderFX_Chr_Petrify
  • Texture/petrified_cracks_Normal
  • Texture/petrified_cracks_Noise
  • Texture/petrified_cracks_Rough
  • Shader/ShaderFX_Chr_Holy
  • Texture/barbarian_doubleSwing_payload_noiseWind_Mask1
  • Texture/fire_wall_noise_Alpha
  • Texture/000_white
  • Shader/ShaderFX_Chr_Invader
  • Shader/ShaderFX_Chr_Demonic
  • Texture/tileableGoop_Normal
  • Texture/fxKit_buffs_demonic_mask
  • Texture/Scos_BurningCoals_Torch_Normal
  • Shader/ShaderFX_Chr_Malignant
  • MaterialValue/Malignant Phase Type
  • Texture/malignant_fodder_corruption_Mask
  • Texture/malignant_corruption_Mask
  • Texture/malignant_fodder_corruption_Normal
  • Texture/malignant_fodder_corruption_AO
  • Texture/malignant_corruption_Rough
  • Texture/malignant_corruption_Color
  • Shader/ShaderFX_Chr_LimboTouched
  • Texture/andariel_sandPower_Noise2
  • MaterialValue/Iridescent Metal Factor
  • MaterialValue/Iridescence Intensity
  • MaterialValue/limboTouched_iridescence_mul
  • MaterialValue/limboTouched_type
  • Shader/vfx_actor_unique_rogue_shadowClone
  • MaterialValue/Color Intensity
  • MaterialValue/emissive multiplier
  • MaterialValue/Alpha Dissolve Power Max
  • MaterialValue/Fresnel Power
  • MaterialValue/Fresnel Slope
  • MaterialValue/Color Gradient V
  • MaterialValue/Fresnel Inverse
  • MaterialValue/Alpha Brightness Global
  • MaterialValue/Alpha Noise Multiplier
  • MaterialValue/Alpha Shape-Noise Multiplier
  • MaterialValue/UV Distortion Shape Strength
  • MaterialValue/Color Dissolve Influence
  • MaterialValue/Alpha Soft Distance
  • MaterialValue/UV Distortion Color Strength
  • MaterialValue/Noise 1 - Alpha lerp to white
  • MaterialValue/Noise 2 - Alpha lerp to white
  • MaterialValue/UV Distortion Dissolve Strength
  • MaterialValue/Emissive add to Albedo
  • MaterialValue/Cylindrical Emissive to White
  • MaterialValue/Invert Soft Alpha
  • MaterialValue/Exposure Compensation Enabled
  • MaterialValue/Low EV Alpha
  • MaterialValue/High EV Alpha
  • MaterialValue/Alpha 2 Soft Distance
  • MaterialValue/Use Alpha 2 Soft Distance
  • MaterialValue/Color Saturation
  • MaterialValue/Alpha Test Treshold
  • MaterialValue/Alpha Dissolve Harshness
  • MaterialValue/Use Vertex Alpha
  • 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/zSwitch Actor Fresnel Alpha Method
  • MaterialValue/zSwitch Actor Color Method
  • Texture/solid_black
  • 1340808
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