Parent = MaterialInstanceConstant'/Game/ArtAssets/Dialogue/Characters/Fortune/Materials/MI_FortuneD_Body.Mi_FortuneD_Body'
ScalarParameterValues[3] =
{
    ScalarParameterValues[0] =
    {
        ParameterInfo = { Name=AOBase }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[1] =
    {
        ParameterInfo = { Name=PanningSpeed }
        ParameterValue = 0.2
        ParameterName = None
    }
    ScalarParameterValues[2] =
    {
        ParameterInfo = { Name=RefractionDepthBias }
        ParameterValue = 0
        ParameterName = None
    }
}
TextureParameterValues[6] =
{
    TextureParameterValues[0] =
    {
        ParameterInfo = { Name=BaseColor }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneFace_BC.T_FortuneFace_BC'
        ParameterName = None
    }
    TextureParameterValues[1] =
    {
        ParameterInfo = { Name=ColoringMask }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneBody_RSME.T_FortuneBody_RSME'
        ParameterName = None
    }
    TextureParameterValues[2] =
    {
        ParameterInfo = { Name=Emission }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneFace_EM.T_FortuneFace_EM'
        ParameterName = None
    }
    TextureParameterValues[3] =
    {
        ParameterInfo = { Name=EmissionMask }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneFace_RSME.T_FortuneFace_RSME'
        ParameterName = None
    }
    TextureParameterValues[4] =
    {
        ParameterInfo = { Name=NormalMap }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneFace_N.T_FortuneFace_N'
        ParameterName = None
    }
    TextureParameterValues[5] =
    {
        ParameterInfo = { Name=Mask }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneFace_RSME.T_FortuneFace_RSME'
        ParameterName = None
    }
}
VectorParameterValues[1] =
{
    VectorParameterValues[0] =
    {
        ParameterInfo = { Name=EmissionMulti }
        ParameterValue = { R=0, G=0.980314, B=1, A=0 }
        ParameterName = None
    }
}
BasePropertyOverrides =
{
    bOverride_BlendMode = false
    BlendMode = BLEND_Opaque (0)
    bOverride_TwoSided = false
    TwoSided = false
    bOverride_OpacityMaskClipValue = false
    OpacityMaskClipValue = 0.3333
}
StaticParameters =
{
    StaticSwitchParameters[8] =
    {
        StaticSwitchParameters[0] =
        {
            Value = true
            ParameterInfo = { Name=UseAOTexure? }
            bOverride = true
        }
        StaticSwitchParameters[1] =
        {
            Value = true
            ParameterInfo = { Name=IsFortune? }
            bOverride = true
        }
        StaticSwitchParameters[2] =
        {
            Value = true
            ParameterInfo = { Name=IsLily? }
            bOverride = true
        }
        StaticSwitchParameters[3] =
        {
            Value = true
            ParameterInfo = { Name=UseColoring? }
            bOverride = true
        }
        StaticSwitchParameters[4] =
        {
            Value = true
            ParameterInfo = { Name=UseColorMask? }
            bOverride = true
        }
        StaticSwitchParameters[5] =
        {
            Value = true
            ParameterInfo = { Name=UseEmissionMask? }
            bOverride = true
        }
        StaticSwitchParameters[6] =
        {
            Value = true
            ParameterInfo = { Name=UseEmissionPanning? }
            bOverride = true
        }
        StaticSwitchParameters[7] =
        {
            Value = true
            ParameterInfo = { Name=UseEmissionTexure? }
            bOverride = true
        }
    }
    StaticComponentMaskParameters[1] =
    {
        StaticComponentMaskParameters[0] =
        {
            R = true
            G = true
            B = true
            A = true
            ParameterInfo = { Name=EmissionMask_ComponentMask }
            bOverride = true
        }
    }
    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[3] =
{
    TextureStreamingData[0] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_FortuneFace_BC
    }
    TextureStreamingData[1] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_FortuneFace_N
    }
    TextureStreamingData[2] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_FortuneFace_RSME
    }
}
