Parent = Material3'/Game/ArtAssets/Shared/Materials/M_UniversalMaterialBase.M_UniversalMaterialBase'
ScalarParameterValues[13] =
{
    ScalarParameterValues[0] =
    {
        ParameterInfo = { Name=AOBase }
        ParameterValue = 0
        ParameterName = None
    }
    ScalarParameterValues[1] =
    {
        ParameterInfo = { Name=Surface1_UV_Multi }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[2] =
    {
        ParameterInfo = { Name=Surface1_UVChannel_Switch }
        ParameterValue = 3
        ParameterName = None
    }
    ScalarParameterValues[3] =
    {
        ParameterInfo = { Name=CoreDarkness }
        ParameterValue = -0.464
        ParameterName = None
    }
    ScalarParameterValues[4] =
    {
        ParameterInfo = { Name=EdgeBrightness }
        ParameterValue = -0.73
        ParameterName = None
    }
    ScalarParameterValues[5] =
    {
        ParameterInfo = { Name=Power }
        ParameterValue = 1.135
        ParameterName = None
    }
    ScalarParameterValues[6] =
    {
        ParameterInfo = { Name=DitherRandom }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[7] =
    {
        ParameterInfo = { Name=MaskMulti }
        ParameterValue = 1
        ParameterName = None
    }
    ScalarParameterValues[8] =
    {
        ParameterInfo = { Name=MetallicBase }
        ParameterValue = 0
        ParameterName = None
    }
    ScalarParameterValues[9] =
    {
        ParameterInfo = { Name=RoughnessBase }
        ParameterValue = -0.304762
        ParameterName = None
    }
    ScalarParameterValues[10] =
    {
        ParameterInfo = { Name=RoughnessMulti }
        ParameterValue = 1.03836
        ParameterName = None
    }
    ScalarParameterValues[11] =
    {
        ParameterInfo = { Name=SpecularBase }
        ParameterValue = 0.5
        ParameterName = None
    }
    ScalarParameterValues[12] =
    {
        ParameterInfo = { Name=RefractionDepthBias }
        ParameterValue = 0
        ParameterName = None
    }
}
TextureParameterValues[7] =
{
    TextureParameterValues[0] =
    {
        ParameterInfo = { Name=BaseColor }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneClothesDef_BC.T_FortuneClothesDef_BC'
        ParameterName = None
    }
    TextureParameterValues[1] =
    {
        ParameterInfo = { Name=Emission }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneClothesDef_BC.T_FortuneClothesDef_BC'
        ParameterName = None
    }
    TextureParameterValues[2] =
    {
        ParameterInfo = { Name=EmissionMask }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneClothesDef_E.T_FortuneClothesDef_E'
        ParameterName = None
    }
    TextureParameterValues[3] =
    {
        ParameterInfo = { Name=MaskedOpacityTexture }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneClothesDef_RSMA.T_FortuneClothesDef_RSMA'
        ParameterName = None
    }
    TextureParameterValues[4] =
    {
        ParameterInfo = { Name=NormalMap }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneClothesDef_NM.T_FortuneClothesDef_NM'
        ParameterName = None
    }
    TextureParameterValues[5] =
    {
        ParameterInfo = { Name=OpacityTexture }
        ParameterValue = Texture2D'/Engine/EngineMaterials/DefaultDiffuse.DefaultDiffuse'
        ParameterName = None
    }
    TextureParameterValues[6] =
    {
        ParameterInfo = { Name=Mask }
        ParameterValue = Texture2D'/Game/ArtAssets/Dialogue/Characters/Fortune/Textures/Dialogue/T_FortuneClothesDef_RSMA.T_FortuneClothesDef_RSMA'
        ParameterName = None
    }
}
VectorParameterValues[3] =
{
    VectorParameterValues[0] =
    {
        ParameterInfo = { Name=ColorMulti }
        ParameterValue = { R=0.84375, G=0.882812, B=1, A=1 }
        ParameterName = None
    }
    VectorParameterValues[1] =
    {
        ParameterInfo = { Name=EmissionMulti }
        ParameterValue = { R=1, G=1, B=1, A=1 }
        ParameterName = None
    }
    VectorParameterValues[2] =
    {
        ParameterInfo = { Name=SubSurfaceColorMulti }
        ParameterValue = { R=0.067708, G=0.067708, B=0.067708, A=1 }
        ParameterName = None
    }
}
BasePropertyOverrides =
{
    bOverride_BlendMode = true
    BlendMode = BLEND_Opaque (0)
    bOverride_TwoSided = true
    TwoSided = false
    bOverride_OpacityMaskClipValue = false
    OpacityMaskClipValue = 0.3333
}
StaticParameters =
{
    StaticSwitchParameters[12] =
    {
        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=UseEmissionMask? }
            bOverride = true
        }
        StaticSwitchParameters[5] =
        {
            Value = true
            ParameterInfo = { Name=UseEmissionPanning? }
            bOverride = true
        }
        StaticSwitchParameters[6] =
        {
            Value = true
            ParameterInfo = { Name=UseEmissionTexure? }
            bOverride = true
        }
        StaticSwitchParameters[7] =
        {
            Value = true
            ParameterInfo = { Name=UseSeparatedMaskOpacityTexture? }
            bOverride = true
        }
        StaticSwitchParameters[8] =
        {
            Value = true
            ParameterInfo = { Name=UseMetallicTexure? }
            bOverride = true
        }
        StaticSwitchParameters[9] =
        {
            Value = true
            ParameterInfo = { Name=UseNormalTexture? }
            bOverride = true
        }
        StaticSwitchParameters[10] =
        {
            Value = true
            ParameterInfo = { Name=UseRoughnessTexure? }
            bOverride = true
        }
        StaticSwitchParameters[11] =
        {
            Value = true
            ParameterInfo = { Name=UseSpecularTexure? }
            bOverride = true
        }
    }
    StaticComponentMaskParameters[2] =
    {
        StaticComponentMaskParameters[0] =
        {
            R = true
            G = true
            B = true
            A = true
            ParameterInfo = { Name=MetallicChannel }
            bOverride = true
        }
        StaticComponentMaskParameters[1] =
        {
            R = true
            G = true
            B = true
            A = true
            ParameterInfo = { Name=SpecularChannel }
            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_FortuneClothesDef_BC
    }
    TextureStreamingData[1] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_FortuneClothesDef_NM
    }
    TextureStreamingData[2] =
    {
        SamplingScale = 1
        UVChannelIndex = 0
        TextureName = T_FortuneClothesDef_RSMA
    }
}
