References to this File
  • Material/S03_Prop_Unearthed_Machination_Lightning_Emissive_01_Dyn_VertAO.mat
  • Material/S03_Flippy_Command_Stone_01_Blue.mat
  • Material/S03_Flippy_Command_Stone_01_Purple.mat
  • Material/S03_Prop_Unearthed_Machination_Cold_Emissive_01_Dyn_VertAO.mat
  • Material/barF_stor181_TRS_mat.mat
  • Material/SorM_stor204_TRS_mat.mat
  • Material/barM_stor181_TRS_mat.mat
  • Material/townPortal_glo006_persistentOpen_runes.mat
  • Material/S03_Prop_LBD_Shrine_02_Dyn.mat
  • Material/Generic_ElementTotem_01_Fire_HF.mat
  • Material/S03_Zoltun_MegaTeleporter_A_Dyn.mat
  • Material/necF_Stor177_TRS_mat.mat
  • Material/S03_Prop_Unearthed_Machination_Fire_Emissive_01_Dyn_VertAO.mat
  • Material/S04_Flippy_Helltide_Brain_01.mat
  • Material/S03_Zoltun_MegaTeleporter_A.mat
  • Material/S03_Vaults_Prop_Carryable_02_Dyn_VertAO.mat
  • Material/barF_stor181_GLV_mat.mat
  • Material/S03_QST_MalphasSealedTeleporter_A.mat
  • Material/Generic_ElementTotem_01_Lightning.mat
  • Material/barF_stor181_HLM_mat.mat
  • Material/S03_Prop_LBD_Dungeon_Obelisk_01.mat
  • Material/Generic_ElementTotem_01_Poison.mat
  • Material/S03_Zoltun_MegaTeleporter_A_Base.mat
  • Material/S03_Flippy_Command_Stone_01_Pink.mat
  • Material/S03_QST_MalphasSealedTeleporter_A_Base.mat
  • Material/barF_stor181_LEG_mat.mat
  • Material/barM_stor181_GLV_mat.mat
  • Material/Generic_ElementTotem_01_Cold_HF.mat
  • Material/S03_Flippy_Command_Stone_01_Green.mat
  • Material/barM_stor177_HLM_mat.mat
  • Material/Generic_ElementTotem_01_Lightning_HF.mat
  • Material/S03_Zoltun_Teleporter_A_01_Dyn_VertAO.mat
  • Material/Generic_ElementTotem_01_Shadow_HF.mat
  • Material/Generic_ElementTotem_01_Cold.mat
  • Material/Generic_ElementTotem_01_Poison_HF.mat
  • Material/Generic_ElementTotem_01_Shadow.mat
  • Material/S03_Zoltun_Teleporter_A.mat
  • Material/S03_Flippy_Command_Stone_01_Orange.mat
  • Material/Generic_ElementTotem_01_Fire.mat
  • Material/necM_stor177_TRS_mat.mat
  • Material/S03_Zoltun_Teleporter_A_01.mat
  • Material/barM_stor181_HLM_mat.mat
  • Material/barM_stor181_LEG_mat.mat
  • Shader/OVERRIDE_hero_opaque_veinPulsing_Default_Medium_Chr_Bloody_Out_1656606.shd
  • Shader/prop_def_gbuff_emissive_pulsing.shd
  • Shader/prop_def_gsoft_basic_emissive_pulsing_vertanim_breathing.shd
  • Shader/scene_def_gbuff_basic_vertanim_banner_alphatest.shd
  • Shader/scene_def_gbuff_basic_vertanim_banner_alphatest_doublesided.shd
  • Shader/prop_def_gbuff_basic_vertanim_noise_ws_radial_dissolve.shd
  • Shader/OVERRIDE_scene_def_gbuff_basic_vertanim_banner_alphatest_doublesided_Default_Medium_Actor_BloodRain_223715.shd
  • Shader/prop_def_gbuff_emissive_pulseVertically.shd
  • Shader/scene_def_gsoft_basic_vertanim_noise.shd
  • Shader/prop_def_gbuff_basic_emissive_flicker.shd
  • Shader/prop_def_gbuff_emissive_pulsing_vertanim_banner_alphatest_doublesided.shd
  • Shader/hero_opaque_veinPulsing.shd
  • Shader/scene_def_gsoft_emissive_pulseVertically.shd
  • Shader/OVERRIDE_hero_opaque_veinPulsing_Default_Medium_Chr_Demonic_Out_1656606.shd
  • Shader/scene_def_gbuff_basic_emissive.shd
  • Shader/OVERRIDE_scene_def_gbuff_basic_vertanim_banner_alphatest_Default_Medium_Actor_BloodRain.shd
  • Shader/scene_def_gbuff_basic_vertanim_pivotswing_banner_alphatest.shd
  • Shader/scene_def_gbuff_basic_vertanim_pivotswing_alphatest.shd
  • Shader/OVERRIDE_druid_human_opaque_veinPulsing_Default_Medium_Chr_Bloody_Out_1657806.shd
  • Shader/prop_def_gsoft_basic_emissive.shd
  • Shader/OVERRIDE_hero_opaque_veinPulsing_Default_Medium_Chr_Demonic_In_1656606.shd
  • Shader/OVERRIDE_druid_human_opaque_veinPulsing_Default_Medium_Chr_Bloody_In_1657806.shd
  • Shader/scene_def_gsoft_basic_vertanim_noise_ws_radial_dissolve.shd
  • Shader/prop_def_gbuff_basic_vertanim_pivotswing_alphatest.shd
  • Shader/scene_def_gbuff_basic_emissive_vertanim_breathing.shd
  • Shader/scene_debug_emissive.shd
  • Shader/prop_def_gbuff_basic_emissive_pulsing_vertanim_breathing.shd
  • Shader/scene_def_gsoft_basic_emissive_vertanim_breathing.shd
  • Shader/scene_def_gbuff_emissive_pulsing_vertAnim_banner_alphatest.shd
  • Shader/druid_human_opaque_veinPulsing.shd
  • Shader/scene_def_gsoft_emissive_pulsing.shd
  • Shader/OVERRIDE_druid_human_opaque_veinPulsing_Default_Medium_Chr_Demonic_In_1657806.shd
  • Shader/matDecal_normalColorRoughAOEmisBlend_pbr.shd
  • Shader/OVERRIDE_druid_human_opaque_veinPulsing_Default_Medium_Chr_Demonic_Out_1657806.shd
  • Shader/scene_def_gbuff_emissive_pulsing.shd
  • Shader/scene_def_gbuff_basic_alphatest_emissive.shd
  • Shader/scene_def_gbuff_basic_emissive_flicker.shd
  • Shader/scene_def_gbuff_basic_vertanim_noise_ws_radial_dissolve.shd
  • Shader/prop_def_gbuff_basic_emissive.shd
  • Shader/prop_def_gsoft_emissive_pulsing_vertanim_banner_alphatest_doublesided.shd
  • Shader/prop_def_gsoft_emissive_pulsing.shd
  • Shader/prop_def_gsoft_emissive_pulseVertically.shd
  • Shader/prop_def_gsoft_basic_vertanim_noise.shd
  • Shader/OVERRIDE_hero_opaque_veinPulsing_Default_Medium_Chr_Bloody_In_1656606.shd
  • Shader/scene_def_gbuff_emissive_pulseVertically.shd
  • Shader/prop_def_gsoft_basic_vertanim_noise_ws_radial_dissolve.shd
  • Shader/matDecal_normalColorRoughAOEmisBlend_vtexture_pbr.shd
  • 1633210
    { "__fileName__": "base/meta/MaterialValue/Sharpen Middle Value.mtv" }