References to other File
  • MaterialValue/emissive multiplier
  • MaterialValue/emissive color lerp
  • MaterialValue/Color Hitflash Enabled
  • MaterialValue/Fresnel Power Emissive
  • MaterialValue/Fresnel Slope Emissive
  • MaterialValue/Fresnel Inverse Emissive
  • 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/AO Multiplier
  • MaterialValue/Emissive Color Source
  • 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/Bloodiness Bias
  • MaterialValue/Hit Flash NormalMap Influence
  • MaterialValue/Vertex Animation pulse distance offset multiplier
  • MaterialValue/Use Vertex Color - G
  • MaterialValue/Use Vertex Color - B
  • MaterialValue/emissive color
  • MaterialValue/Blood Color
  • MaterialValue/Low Quality
  • Texture/hero_blood_tiling
  • Texture/solid_black
  • 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/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
  • 1635003
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