Parent = MaterialInstanceConstant'/DeadByDaylight/Content/Characters/Materials/MaterialInstanceMasters/Hair/MIM_RealisticHair_Curves.MIM_RealisticHair_Curves'
ScalarParameterValues[19] =
{
    ScalarParameterValues[0] =
    {
        ParameterInfo = { Name=Global :: Number of Hair Colors }
        ParameterValue = 3
        ParameterName = None
    }
    ScalarParameterValues[1] =
    {
        ParameterInfo = { Name=Color :: Value Shift }
        ParameterValue = 0.059199
        ParameterName = None
    }
    ScalarParameterValues[2] =
    {
        ParameterInfo = { Name=Color :: Root Tip Midpoint }
        ParameterValue = 0.1
        ParameterName = None
    }
    ScalarParameterValues[3] =
    {
        ParameterInfo = { Name=Color :: Root Tip Smoothness }
        ParameterValue = 0.298401
        ParameterName = None
    }
    ScalarParameterValues[4] =
    {
        ParameterInfo = { Name=Highlight :: Specular Variation }
        ParameterValue = 0.2
        ParameterName = None
    }
    ScalarParameterValues[5] =
    {
        ParameterInfo = { Name=Highlight :: Specular Offset Root }
        ParameterValue = -75
        ParameterName = None
    }
    ScalarParameterValues[6] =
    {
        ParameterInfo = { Name=Highlight :: Specular Offset Tip }
        ParameterValue = 0
        ParameterName = None
    }
    ScalarParameterValues[7] =
    {
        ParameterInfo = { Name=Highlight :: Roughness }
        ParameterValue = 0.3
        ParameterName = None
    }
    ScalarParameterValues[8] =
    {
        ParameterInfo = { Name=Highlight :: Roughness Variation }
        ParameterValue = 0.1
        ParameterName = None
    }
    ScalarParameterValues[9] =
    {
        ParameterInfo = { Name=Highlight :: Roughness Offset Root }
        ParameterValue = 0
        ParameterName = None
    }
    ScalarParameterValues[10] =
    {
        ParameterInfo = { Name=Highlight :: Roughness Offset Tip }
        ParameterValue = 0
        ParameterName = None
    }
    ScalarParameterValues[11] =
    {
        ParameterInfo = { Name=Highlight :: Depth-AO to roughness }
        ParameterValue = 0.5
        ParameterName = None
    }
    ScalarParameterValues[12] =
    {
        ParameterInfo =
        {
            Name = Highlight :: Glancing Angle Roughness Offset
        }
        ParameterValue = 0.1
        ParameterName = None
    }
    ScalarParameterValues[13] =
    {
        ParameterInfo = { Name=Highlight :: Tangent Variation }
        ParameterValue = 0.1
        ParameterName = None
    }
    ScalarParameterValues[14] =
    {
        ParameterInfo = { Name=Highlight :: Use Flow Map }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[15] =
    {
        ParameterInfo = { Name=Opacity :: Scaler }
        ParameterValue = 1.2
        ParameterName = None
    }
    ScalarParameterValues[16] =
    {
        ParameterInfo = { Name=Opacity :: Edge Min }
        ParameterValue = 0.7
        ParameterName = None
    }
    ScalarParameterValues[17] =
    {
        ParameterInfo = { Name=Opacity :: Edge Contrast }
        ParameterValue = 0
        ParameterName = None
    }
    ScalarParameterValues[18] =
    {
        ParameterInfo = { Name=RefractionDepthBias }
        ParameterValue = 0
        ParameterName = None
    }
}
TextureParameterValues[5] =
{
    TextureParameterValues[0] =
    {
        ParameterInfo = { Name=ID RootTip Mask }
        ParameterValue = Texture2D'/DeadByDaylight/Content/Characters/SharedAssets/Textures/HairLibrary/Hair/Straight/T_Straight_IDGAD.T_Straight_IDGAD'
        ParameterName = None
    }
    TextureParameterValues[1] =
    {
        ParameterInfo = { Name=Flow Emissive }
        ParameterValue = Texture2D'/DeadByDaylight/Content/Characters/SharedAssets/Textures/HairLibrary/Hair/Straight/T_Straight_FE.T_Straight_FE'
        ParameterName = None
    }
    TextureParameterValues[2] =
    {
        ParameterInfo = { Name=Color :: Hair Color }
        ParameterValue = Texture2D'/DeadByDaylight/Content/Characters/SharedAssets/Textures/HairLibrary/Color/T_Brown_BC.T_Brown_BC'
        ParameterName = None
    }
    TextureParameterValues[3] =
    {
        ParameterInfo = { Name=Color :: Root Hair Color }
        ParameterValue = Texture2D'/DeadByDaylight/Content/Characters/SharedAssets/Textures/HairLibrary/Color/T_LightBrown_BC.T_LightBrown_BC'
        ParameterName = None
    }
    TextureParameterValues[4] =
    {
        ParameterInfo = { Name=Color :: Tip Hair Color }
        ParameterValue = Texture2D'/DeadByDaylight/Content/Characters/SharedAssets/Textures/HairLibrary/Color/T_LightBrown_BC.T_LightBrown_BC'
        ParameterName = None
    }
}
VectorParameterValues[0] = {}
DummyProp3 = 
DummyProp6 = { AtlasData= }
DummyProp8 = 
DummyProp9 = 
DummyProp10 =
{
    prop1 = false
    prop2 = false
    prop3 = false
    prop4 = false
    prop5 = false
    prop6 = false
    prop7 = false
    prop8 = false
    prop9 = false
    prop10 = false
}
DummyMaterials = 
BasePropertyOverrides =
{
    bOverride_BlendMode = false
    BlendMode = BLEND_Opaque (0)
    bOverride_TwoSided = false
    TwoSided = false
    bOverride_OpacityMaskClipValue = false
    OpacityMaskClipValue = 0
}
StaticParameters =
{
    StaticSwitchParameters[0] = {}
    StaticComponentMaskParameters[0] = {}
    TerrainLayerWeightParameters[0] = {}
    MaterialLayersParameters[0] = {}
}
RuntimeVirtualTextureParameterValues[0] = {}
FontParameterValues[0] = {}
FlattenedTexture = None
MobileBaseTexture = None
MobileNormalTexture = None
bUseMobileSpecular = false
MobileSpecularPower = 16
MobileSpecularMask = MSM_Constant (0)
MobileMaskTexture = None
TextureStreamingData[0] = {}
