// 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"
	}
}