Parent = Material3'/Game/Global/Materials/Master/unlit_master_m.unlit_master_m'
ScalarParameterValues[6] =
{
    ScalarParameterValues[0] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 9
        ParameterName = Roughness max mip bias
    }
    ScalarParameterValues[1] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 1
        ParameterName = Specular Intensity
    }
    ScalarParameterValues[2] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 0.5
        ParameterName = Directional Light Partial Lambert Term
    }
    ScalarParameterValues[3] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = -5
        ParameterName = Shading Saturation Value
    }
    ScalarParameterValues[4] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 0.05
        ParameterName = Shading Saturation Intensity
    }
    ScalarParameterValues[5] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = 0
        ParameterName = RefractionDepthBias
    }
}
TextureParameterValues[1] =
{
    TextureParameterValues[0] =
    {
        ParameterInfo = { Name=None }
        ParameterValue = Texture2D'/Game/Global/Props/GameConsole/game_cartridge_dance_bc.game_cartridge_dance_bc'
        ParameterName = Base Texture
    }
}
VectorParameterValues[0] = {}
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[1] =
{
    TextureStreamingData[0] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = game_cartridge_dance_bc
    }
}
