Parent = Material3'/Game/StudioFow/Characters/Shared/PDDContent/FOWBaseMaterial/optimized/M_FOW_Hair_optimized.M_FOW_Hair_optimized'
ScalarParameterValues[20] =
{
    ScalarParameterValues[0] =
    {
        ParameterInfo = { Name=specular emissive mul }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[1] =
    {
        ParameterInfo = { Name=fresnel mul }
        ParameterValue = 0.209524
        ParameterName = None
    }
    ScalarParameterValues[2] =
    {
        ParameterInfo = { Name=fresnel pow }
        ParameterValue = 1.47643
        ParameterName = None
    }
    ScalarParameterValues[3] =
    {
        ParameterInfo = { Name=hair inner normal detail weight }
        ParameterValue = 2.08179
        ParameterName = None
    }
    ScalarParameterValues[4] =
    {
        ParameterInfo = { Name=ssso fresnel exp }
        ParameterValue = 5
        ParameterName = None
    }
    ScalarParameterValues[5] =
    {
        ParameterInfo = { Name=ssso fresnel inner val }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[6] =
    {
        ParameterInfo = { Name=ssso fresnel outer val }
        ParameterValue = 0
        ParameterName = None
    }
    ScalarParameterValues[7] =
    {
        ParameterInfo = { Name=ssso fresnel weight }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[8] =
    {
        ParameterInfo = { Name=bottom Map 2 Reflection Pos }
        ParameterValue = 0.847528
        ParameterName = None
    }
    ScalarParameterValues[9] =
    {
        ParameterInfo = { Name=bottom reflect Scale_2 }
        ParameterValue = 0.230675
        ParameterName = None
    }
    ScalarParameterValues[10] =
    {
        ParameterInfo = { Name=roughness high value }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[11] =
    {
        ParameterInfo = { Name=roughness low value }
        ParameterValue = 0.3
        ParameterName = None
    }
    ScalarParameterValues[12] =
    {
        ParameterInfo = { Name=softBorder F_1 }
        ParameterValue = 0.813566
        ParameterName = None
    }
    ScalarParameterValues[13] =
    {
        ParameterInfo = { Name=softBorder W_1 }
        ParameterValue = 1.1628
        ParameterName = None
    }
    ScalarParameterValues[14] =
    {
        ParameterInfo = { Name=specular high value }
        ParameterValue = 0.5
        ParameterName = None
    }
    ScalarParameterValues[15] =
    {
        ParameterInfo = { Name=specular low value }
        ParameterValue = 0
        ParameterName = None
    }
    ScalarParameterValues[16] =
    {
        ParameterInfo = { Name=sss lit_1 }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[17] =
    {
        ParameterInfo = { Name=top Map 2 Reflection Pos_1 }
        ParameterValue = 0.481562
        ParameterName = None
    }
    ScalarParameterValues[18] =
    {
        ParameterInfo = { Name=top reflect Scale_1 }
        ParameterValue = 0.173532
        ParameterName = None
    }
    ScalarParameterValues[19] =
    {
        ParameterInfo = { Name=RefractionDepthBias }
        ParameterValue = 0
        ParameterName = None
    }
}
TextureParameterValues[5] =
{
    TextureParameterValues[0] =
    {
        ParameterInfo = { Name=diffuse map }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Blythe/Textures/T_BlytheArmor_Hair_BC.T_BlytheArmor_Hair_BC'
        ParameterName = None
    }
    TextureParameterValues[1] =
    {
        ParameterInfo = { Name=metallic map }
        ParameterValue = Texture2D'/Game/StudioFow/Characters/Shared/PDDContent/PDDUE4Lib/Textures/T_Black_BC.T_Black_BC'
        ParameterName = None
    }
    TextureParameterValues[2] =
    {
        ParameterInfo = { Name=normal map }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Blythe/Textures/T_BlytheArmor_Hair_N.T_BlytheArmor_Hair_N'
        ParameterName = None
    }
    TextureParameterValues[3] =
    {
        ParameterInfo = { Name=RSME map }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Blythe/Textures/T_BlytheArmor_Hair_RSMA.T_BlytheArmor_Hair_RSMA'
        ParameterName = None
    }
    TextureParameterValues[4] =
    {
        ParameterInfo = { Name=specular map }
        ParameterValue = Texture2D'/Game/StudioFow/Characters/Shared/PDDContent/PDDUE4Lib/Textures/T_Gray_BC.T_Gray_BC'
        ParameterName = None
    }
}
VectorParameterValues[9] =
{
    VectorParameterValues[0] =
    {
        ParameterInfo = { Name=ManualEmissionOffset }
        ParameterValue = { R=0, G=0, B=0, A=1 }
        ParameterName = None
    }
    VectorParameterValues[1] =
    {
        ParameterInfo = { Name=ManualOffset }
        ParameterValue = { R=1, G=1, B=1, A=1 }
        ParameterName = None
    }
    VectorParameterValues[2] =
    {
        ParameterInfo = { Name=sss opacity }
        ParameterValue = { R=0.734375, G=0.734375, B=0.734375, A=0 }
        ParameterName = None
    }
    VectorParameterValues[3] =
    {
        ParameterInfo = { Name=bottom reflection Color 1 }
        ParameterValue = { R=0.003461, G=0.013119, B=0.015625, A=1 }
        ParameterName = None
    }
    VectorParameterValues[4] =
    {
        ParameterInfo = { Name=bottom reflection Color 2 }
        ParameterValue = { R=0.0027, G=0.007093, B=0.010417, A=1 }
        ParameterName = None
    }
    VectorParameterValues[5] =
    {
        ParameterInfo = { Name=diffuse color }
        ParameterValue = { R=0.317708, G=0.317708, B=0.317708, A=0 }
        ParameterName = None
    }
    VectorParameterValues[6] =
    {
        ParameterInfo = { Name=outline color }
        ParameterValue = { R=0.095952, G=0.093738, B=0.114583, A=1 }
        ParameterName = None
    }
    VectorParameterValues[7] =
    {
        ParameterInfo = { Name=top reflection Color 1 }
        ParameterValue = { R=0.004007, G=0.010417, B=0.010106, A=1 }
        ParameterName = None
    }
    VectorParameterValues[8] =
    {
        ParameterInfo = { Name=top reflection Color 2 }
        ParameterValue = { R=0.002392, G=0.008583, B=0.015625, A=1 }
        ParameterName = None
    }
}
BasePropertyOverrides =
{
    bOverride_BlendMode = false
    BlendMode = BLEND_Masked (1)
    bOverride_TwoSided = false
    TwoSided = true
    bOverride_OpacityMaskClipValue = false
    OpacityMaskClipValue = 0.3333
}
StaticParameters =
{
    StaticSwitchParameters[7] =
    {
        StaticSwitchParameters[0] =
        {
            Value = true
            ParameterInfo = { Name=UseColoring? }
            bOverride = true
        }
        StaticSwitchParameters[1] =
        {
            Value = true
            ParameterInfo = { Name=UseColorMask? }
            bOverride = true
        }
        StaticSwitchParameters[2] =
        {
            Value = true
            ParameterInfo = { Name=UseEmissionColoring? }
            bOverride = true
        }
        StaticSwitchParameters[3] =
        {
            Value = true
            ParameterInfo = { Name=IsBlythe? }
            bOverride = true
        }
        StaticSwitchParameters[4] =
        {
            Value = true
            ParameterInfo = { Name=UseDarken? }
            bOverride = true
        }
        StaticSwitchParameters[5] =
        {
            Value = true
            ParameterInfo = { Name=use SSSO for opacity }
            bOverride = true
        }
        StaticSwitchParameters[6] =
        {
            Value = true
            ParameterInfo = { Name=use RSME }
            bOverride = true
        }
    }
    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[5] =
{
    TextureStreamingData[0] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_BlytheArmor_Hair_BC
    }
    TextureStreamingData[1] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_BlytheArmor_Hair_N
    }
    TextureStreamingData[2] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_BlytheArmor_Hair_RSMA
    }
    TextureStreamingData[3] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_Glow_E
    }
    TextureStreamingData[4] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_White_02_M
    }
}
