// THIS FILE IS AUTO-GENERATED Layer0 { shader "csgo_complex.vfx" //---- PBR ---- F_SELF_ILLUM 1 //---- Per-Instance Tint Mask ---- F_TINT_MASK 1 //---- Translucent ---- F_TRANSLUCENT 1 //---- Ambient Occlusion ---- TextureAmbientOcclusion "materials/default/default_ao.tga" //---- Color ---- g_flModelTintAmount "1.000" g_flTexCoordRotation "0.000" g_nScaleTexCoordUByModelScaleAxis "0" // None g_nScaleTexCoordVByModelScaleAxis "0" // None g_vColorTint "[1.000000 1.000000 1.000000 0.000000]" g_vTexCoordCenter "[0.500 0.500]" g_vTexCoordOffset "[0.000 0.000]" g_vTexCoordScale "[1.000 1.000]" g_vTexCoordScrollSpeed "[0.000 0.000]" TextureColor "[0.125490 0.694118 0.921569 1.000000]" TextureTintMask "materials/default/default_black_mask.tga" //---- Fog ---- g_bFogEnabled "1" //---- Lighting ---- g_flMetalness "0.000" TextureRoughness "materials/default/default_rough.tga" //---- Normal Map ---- TextureNormal "materials/default/default_normal.tga" //---- Self Illum ---- g_flSelfIllumAlbedoFactor "1.000" g_flSelfIllumBrightness "1.130" g_flSelfIllumScale "1.000" g_vSelfIllumScrollSpeed "[0.000 0.000]" g_vSelfIllumTint "[1.000000 1.000000 1.000000 0.000000]" TextureSelfIllumMask "[1.000000 1.000000 1.000000 0.000000]" //---- Texture Address Mode ---- g_nTextureAddressModeU "0" // Wrap g_nTextureAddressModeV "0" // Wrap //---- Translucent ---- g_flOpacityScale "1.000" TextureTranslucency "characters/models/s2ze/master_chief/materials/helmet_glow_alpha.png" UnusedVariables { "g_flAlphaTestReference" "0.5" "g_flAntiAliasedEdgeStrength" "1" } }