Parent = Material3'/Game/Global/Materials/Master/unlit_master_m.unlit_master_m'
ScalarParameterValues[9] =
{
    ScalarParameterValues[0] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 0.5
        ParameterName = Time offset
    }
    ScalarParameterValues[1] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = -30
        ParameterName = Time range
    }
    ScalarParameterValues[2] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 1
        ParameterName = Time Slowness
    }
    ScalarParameterValues[3] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 3
        ParameterName = Scrolling Highlight Multiplier
    }
    ScalarParameterValues[4] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 2
        ParameterName = Scrolling Base Multiplier
    }
    ScalarParameterValues[5] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 10.08
        ParameterName = Roughness max mip bias
    }
    ScalarParameterValues[6] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 0.3
        ParameterName = Specular Intensity
    }
    ScalarParameterValues[7] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 0.5
        ParameterName = Directional Light Partial Lambert Term
    }
    ScalarParameterValues[8] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 0
        ParameterName = RefractionDepthBias
    }
}
TextureParameterValues[5] =
{
    TextureParameterValues[0] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = Texture2D'/Game/Levels/RangeSpace/Props/Blaster/sm_blaster_color.sm_blaster_color'
        ParameterName = Base Texture
    }
    TextureParameterValues[1] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = TextureCube4'/Game/Levels/RangeSpace/Environment/Materials/range_asset_cube.range_asset_cube'
        ParameterName = Cubemap
    }
    TextureParameterValues[2] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = TextureCube4'/Game/Levels/RangeSpace/Environment/Materials/range_asset_cube.range_asset_cube'
        ParameterName = Fixed Mip Cubemap
    }
    TextureParameterValues[3] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = Texture2D'/Game/Levels/RangeSpace/Props/Blaster/sm_blaster_emissive.sm_blaster_emissive'
        ParameterName = Emissive Texture
    }
    TextureParameterValues[4] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = Texture2D'/Game/Levels/RangeSpace/Props/Blaster/sm_blaster_normal.sm_blaster_normal'
        ParameterName = Normal Map
    }
}
VectorParameterValues[2] =
{
    VectorParameterValues[0] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = { R=0.737255, G=0.396078, B=0.94902, A=1 }
        ParameterName = Scrolling Highlight Color
    }
    VectorParameterValues[1] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = { R=0.098039, G=0.952941, B=0.615686, A=1 }
        ParameterName = Scrolling Base Color
    }
}
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] = {}
BlendMode = BLEND_Opaque (0)
TwoSided = false
OpacityMaskClipValue = 0
CachedReferencedTextures[0] = {}
FlattenedTexture = None
MobileBaseTexture = None
MobileNormalTexture = None
bUseMobileSpecular = false
MobileSpecularPower = 16
MobileSpecularMask = MSM_Constant (0)
MobileMaskTexture = None
ReferencedTextureGuids[0] = {}
QualityLevelsUsed[0] = {}
TextureStreamingData[3] =
{
    TextureStreamingData[0] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = sm_blaster_color
    }
    TextureStreamingData[1] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = sm_blaster_emissive
    }
    TextureStreamingData[2] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = sm_blaster_normal
    }
}
