- !<AssetCache/c4b2c691-3e65-e498-f8c5-ea0b330f357e>
  AssetFiles:
    b9bfcac9-a2b8-447f-9437-a53e4034ada6: d640d7ef-5d60-4f4d-8660-e61a6c543d63/c4b2c6913e65e498f8c5ea0b330f357e/Data/uber.glsl
  Assets:
    - !<Pass/b9bfcac9-a2b8-447f-9437-a53e4034ada6>
      PackagePath: ""
      DefaultDefines:
        []
      DefaultProperties:
        {}
      PassUiData: !<PassUiData/00000000-0000-0000-0000-000000000000>
        ExtraDefines:
          - SCREEN_UV -1
          - PROJECTED_UV -2
        PassBindings:
          - mLabel: Vertex Color
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the purpose for which vertex color will be used. Requires vertex color to be supplied by the mesh.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: None
                mType: DefineSelectValue
                mName: ""
                mWidget: ""
                mHint: Ignore vertex color.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Base Color
                mType: DefineSelectValue
                mName: ENABLE_VERTEX_COLOR_BASE
                mWidget: ""
                mHint: "Multiply vertex color rgba into 'Base Color', and 'Base Texture', if set."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Emissive
                mType: DefineSelectValue
                mName: ENABLE_VERTEX_COLOR_EMISSIVE
                mWidget: ""
                mHint: "Use vertex color rgb as emissive, or add it on top of the 'Emissive Texture', if set."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: AO
                mType: DefineSelectValue
                mName: ENABLE_VERTEX_COLOR_AO
                mWidget: ""
                mHint: "Use vertex color rgb as AO, or multiply it into the 'AO Texture', if set."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: Base Color
            mType: Property
            mName: baseColor
            mWidget: color
            mHint: |-
              Property: baseColor
              
              Specifies the base color (albedo) of the material if the 'Base Textre' is disabled. Multiplied with the 'Base Texture' otherwise.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Base Texture
            mType: Define
            mName: ENABLE_BASE_TEX
            mWidget: group_start
            mHint: |-
              Define: ENABLE_BASE_TEX
              
              Most materials use a base texture (albedo), but disabling it means the base texture will be considered white, and 'Base Color' will solely control the color.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: baseTex
            mWidget: texture_group
            mHint: "Property: baseTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: baseTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: baseTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: baseTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: baseTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_BASE_TEX
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Opacity Texture
            mType: Define
            mName: ENABLE_OPACITY_TEX
            mWidget: group_start
            mHint: |-
              Define: ENABLE_OPACITY_TEX
              
              Normally, the Base Texture's alpha is taken as opacity. Enabling this allows you to define a separate greyscale opacity texture. The 'Opacity Texture' value will be multiplied with the Base Texture's alpha (which is 1 for textures without alpha) to get the final opacity. 'Opacity Texture' is only available if 'Blend Mode' is not 'Disabled'.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: opacityTex
            mWidget: texture_group
            mHint: "Property: opacityTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: opacityTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: opacityTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: opacityTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: opacityTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_OPACITY_TEX
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Alpha Test Threshold
            mType: Property
            mName: alphaTestThreshold
            mWidget: slider
            mHint: |-
              Property: alphaTestThreshold
              
              When the 'Alpha Test' blend mode is enabled, pixels with alpha values lower than this disappear.
            mMin: 0.000000
            mMax: 1.000000
            mStep: 0.001000
            mDefaultVal: 0.500000
            mValues:
              []
          - mLabel: Recolor
            mType: Define
            mName: ENABLE_RECOLOR
            mWidget: group_start
            mHint: |-
              Define: ENABLE_RECOLOR
              
              Recolor replaces colors in the base texture. This is useful for adding variety to assets, ex: recolor a red shirt with a green logo to a blue shirt with a black logo, or any other color combination. Where the base texture is red, you will get whatever color you set in Recolor Red, and same thing for the green and blue channels of the base texture. This also works in combination if the base color is not a pure red, green or blue color.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Recolor Red
            mType: Property
            mName: recolorRed
            mWidget: color
            mHint: "Property: recolorRed"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Recolor Green
            mType: Property
            mName: recolorGreen
            mWidget: color
            mHint: "Property: recolorGreen"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Recolor Blue
            mType: Property
            mName: recolorBlue
            mWidget: color
            mHint: "Property: recolorBlue"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_RECOLOR
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Detail Map
            mType: Define
            mName: ENABLE_DETAILMAP
            mWidget: group_start
            mHint: |-
              Define: ENABLE_DETAILMAP
              
              Detail mapping blends a detail texture with the base texture using Overlay blending. This means mid grey leaves the base texture unchanged, darker darkens it, and brighter brightens it.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: detailTex
            mWidget: texture_group
            mHint: "Property: detailTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: detailTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: detailTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: detailTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: detailTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_DETAILMAP
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Detail Mask
            mType: Define
            mName: ENABLE_DETAIL_MASK
            mWidget: group_start
            mHint: |-
              Define: ENABLE_DETAIL_MASK
              
              The detail mask regulates where the detail map or detail normal is applied. The detail map is applied fully where the mask is 1, not at all where the mask is 0. Only the red channel of the mask is used.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: detailMaskTex
            mWidget: texture_group
            mHint: "Property: detailMaskTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: detailMaskTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: detailMaskTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: detailMaskTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: detailMaskTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_DETAIL_MASK
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Normal Map
            mType: Define
            mName: ENABLE_NORMALMAP
            mWidget: group_start
            mHint: |-
              Define: ENABLE_NORMALMAP
              
              Enables the normal map texture and normal mapping. When this is disabled, the per pixel normal is solely determined by the interpolated vertex normals.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: High Precision
            mType: Define
            mName: ENABLE_HIGH_PRECISION_NORMALMAP
            mWidget: group_start
            mHint: |-
              Define: ENABLE_HIGH_PRECISION_NORMALMAP
              
              Enables high precision normal map support. Import an EXR or 16bit PNG normalmap as High Precision Normalmap, then assign the _msb and _lsb textures to the slots below.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Msb
            mType: Property
            mName: normalMsbTex
            mWidget: texture_group
            mHint: "Property: normalMsbTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Lsb
            mType: Property
            mName: normalLsbTex
            mWidget: texture_group
            mHint: "Property: normalLsbTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_HIGH_PRECISION_NORMALMAP
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: normalTex
            mWidget: texture_group
            mHint: "Property: normalTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: normalTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: normalTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: normalTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: normalTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: Detail Normal
            mType: Define
            mName: ENABLE_DETAIL_NORMAL
            mWidget: group_start
            mHint: |-
              Define: ENABLE_DETAIL_NORMAL
              
              Detail normal mapping perturbs the base normal map by a detail normal map.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: detailNormalTex
            mWidget: texture_group
            mHint: "Property: detailNormalTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: detailNormalTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: detailNormalTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: detailNormalTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: detailNormalTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_DETAIL_NORMAL
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_NORMALMAP
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Emissive
            mType: Define
            mName: ENABLE_EMISSIVE
            mWidget: group_start
            mHint: |-
              Define: ENABLE_EMISSIVE
              
              Enables the emissive texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: emissiveTex
            mWidget: texture_group
            mHint: "Property: emissiveTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: emissiveTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: emissiveTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: emissiveTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: emissiveTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: Color
            mType: Property
            mName: emissiveColor
            mWidget: color
            mHint: |-
              Property: emissiveColor
              
              Multiplies the existing emissive color. Requires 'Enable Emissive' and/or 'Vertex Color' should be set to 'Emissive'.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Intensity
            mType: Property
            mName: emissiveIntensity
            mWidget: slider
            mHint: |-
              Property: emissiveIntensity
              
              Multiplies the existing emissive color. Requires 'Enable Emissive' and/or 'Vertex Color' should be set to 'Emissive'.
            mMin: 0.000000
            mMax: 10.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_EMISSIVE
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Simple Reflection
            mType: Define
            mName: ENABLE_SIMPLE_REFLECTION
            mWidget: group_start
            mHint: |-
              Define: ENABLE_SIMPLE_REFLECTION
              
              Replaces the default PBR environment mapping with a simple lookup from a regular texture (no hdr, no roughness, no fresnel, etc.). It can even be used with unlit materials. The reflection lookup technically assumes a spherical environment map, which is a circular shaped texture as obtained by photographing a mirror ball. However, as a shortcut, it is sometimes used with simple, flat photos, and manually bent mesh normals. Note: this spherical mapping is technically different from the latitude-longitude envmap format.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: reflectionTex
            mWidget: texture_group
            mHint: "Property: reflectionTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Intensity
            mType: Property
            mName: reflectionIntensity
            mWidget: slider
            mHint: "Property: reflectionIntensity"
            mMin: 0.000000
            mMax: 10.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: Modulation Map
            mType: Define
            mName: ENABLE_REFLECTION_MODULATION_TEX
            mWidget: group_start
            mHint: |-
              Define: ENABLE_REFLECTION_MODULATION_TEX
              
              This texture modulates the reflection color. It can be RGB or greyscale.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: reflectionModulationTex
            mWidget: texture_group
            mHint: "Property: reflectionModulationTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: reflectionModulationTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: reflectionModulationTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: reflectionModulationTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: reflectionModulationTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_REFLECTION_MODULATION_TEX
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_SIMPLE_REFLECTION
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Rim Highlight
            mType: Define
            mName: ENABLE_RIM_HIGHLIGHT
            mWidget: group_start
            mHint: |-
              Define: ENABLE_RIM_HIGHLIGHT
              
              'Rim highlight', aka. 'fake Fresnel effect'.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Color
            mType: Property
            mName: rimColor
            mWidget: color
            mHint: |-
              Property: rimColor
              
              Specifies the color of the rim highlight.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Intensity
            mType: Property
            mName: rimIntensity
            mWidget: slider
            mHint: |-
              Property: rimIntensity
              
              Multiplied with 'Rim Color'.
            mMin: 0.000000
            mMax: 10.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: Exponent
            mType: Property
            mName: rimExponent
            mWidget: slider
            mHint: |-
              Property: rimExponent
              
              Controls the tightness of the rim highlight.
            mMin: 0.000000
            mMax: 10.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: Invert
            mType: Define
            mName: ENABLE_RIM_INVERT
            mWidget: ""
            mHint: |-
              Define: ENABLE_RIM_INVERT
              
              Inverts the effect so it's brighter in the middle of the object and darker at the edge.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Rim Color Texture
            mType: Define
            mName: ENABLE_RIM_COLOR_TEX
            mWidget: group_start
            mHint: |-
              Define: ENABLE_RIM_COLOR_TEX
              
              Allows the use of a texture to modulate the rim highlight color.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: rimColorTex
            mWidget: texture_group
            mHint: "Property: rimColorTex"
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: rimColorTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: rimColorTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: rimColorTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: rimColorTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_RIM_COLOR_TEX
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_RIM_HIGHLIGHT
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Lighting
            mType: Define
            mName: ENABLE_LIGHTING
            mWidget: group_start
            mHint: |-
              Define: ENABLE_LIGHTING
              
              Enables direct and indirect (ambient) lighting. Disabling this creates an unlit (flat) shader.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Diffuse
            mType: Define
            mName: ENABLE_DIFFUSE_LIGHTING
            mWidget: ""
            mHint: |-
              Define: ENABLE_DIFFUSE_LIGHTING
              
              Enables direct and indirect diffuse lighting. Can be disabled as an optimization on pure metals.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Specular
            mType: Define
            mName: ENABLE_SPECULAR_LIGHTING
            mWidget: group_start
            mHint: |-
              Define: ENABLE_SPECULAR_LIGHTING
              
              Enables direct and indirect specular lighting (specular highlights and reflections). Disabling this creates a shader that's only lit diffusely.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Metallic
            mType: Property
            mName: metallic
            mWidget: slider
            mHint: |-
              Property: metallic
              
              1 neans metal, 0 means non-metal (dielectric). Multiplies the metallic channel of the Material Params texture if enabled.
            mMin: 0.000000
            mMax: 1.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: Roughness
            mType: Property
            mName: roughness
            mWidget: slider
            mHint: |-
              Property: roughness
              
              1 neans completely rough (diffuse), 0 means perfectly smooth and shiny. Multiplies the roughness channel of the Material Params texture if enabled. If your roughness is 1 and your metallic is 0, it's more efficient to disable Specular alltogether.
            mMin: 0.000000
            mMax: 1.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: Material Params
            mType: Property
            mName: materialParamsTex
            mWidget: texture_group
            mHint: |-
              Property: materialParamsTex
              
              Material params texture should have: R - metalness, G - roughness, B - ambient occlusion.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: materialParamsTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: materialParamsTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: materialParamsTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: materialParamsTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: Specular AO
            mType: Define
            mName: ENABLE_SPECULAR_AO
            mWidget: group_start
            mHint: |-
              Define: ENABLE_SPECULAR_AO
              
              Allow AO to influence indirect specular lighting (reflections).
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Intensity
            mType: Property
            mName: specularAoIntensity
            mWidget: slider
            mHint: |-
              Property: specularAoIntensity
              
              Specifies the amount of influence AO has on reflections. For metals the specular AO at its darkest approaches a saturated/darkened version of the metal color (ex: dark gold for gold). For non-metals, this is essentially the same as 'Darkeing'.
            mMin: 0.000000
            mMax: 1.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: Darkening
            mType: Property
            mName: specularAoDarkening
            mWidget: slider
            mHint: |-
              Property: specularAoDarkening
              
              For metals, this shifts the darkest AO color from a saturated version of the metal color towards pure black. For non-metals it's essentially equivalent to 'Intensity'.
            mMin: 0.000000
            mMax: 1.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_SPECULAR_AO
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_SPECULAR_LIGHTING
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Baked Shadows
            mType: Define
            mName: ENABLE_BAKED_SHADOWS
            mWidget: group_start
            mHint: |-
              Define: ENABLE_BAKED_SHADOWS
              
              Will use the Baked Shadows texture to shadow one or more lights.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture
            mType: Property
            mName: bakedShadowsTex
            mWidget: texture_group
            mHint: |-
              Property: bakedShadowsTex
              
              Baked shadow texture. Each channel stores the shadow for one light. If you only want to shadow one light, set the Red channel to the shadow texture, and the Green and Blue to full white. The lights will use the channels in order. First the directional lights in scene order, then the point lights in scene order, up to 3 lights for R, G, B.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Texture UV
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used for sampling this texture.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: bakedShadowsTexUV 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: bakedShadowsTexUV 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: bakedShadowsTexUV 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 3
                mType: DefineSelectValue
                mName: bakedShadowsTexUV 3
                mWidget: ""
                mHint: "Requires 'Transformed UV 3' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_BAKED_SHADOWS
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_LIGHTING
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Fizzle
            mType: Define
            mName: ENABLE_FIZZLE
            mWidget: group_start
            mHint: |-
              Define: ENABLE_FIZZLE
              
              Allows the material to fizzle in or out of existence according to a noise function, driven by the 'transition' parameter (0 is fully visible and 1 is fully invisible).
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Frequency
            mType: Property
            mName: fizzleScale
            mWidget: spinbox
            mHint: |-
              Property: fizzleScale
              
              Controls the size/number/frequency of holes while fizzling.
            mMin: 0.000000
            mMax: 100.000000
            mStep: 0.001000
            mDefaultVal: 10.000000
            mValues:
              []
          - mLabel: Transition
            mType: Property
            mName: transition
            mWidget: slider
            mHint: |-
              Property: transition
              
              0 is fully visible and 1 is fully invisible. Partially fizzled out in between.
            mMin: 0.000000
            mMax: 1.000000
            mStep: 0.001000
            mDefaultVal: 0.000000
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_FIZZLE
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Tone Mapping
            mType: Define
            mName: ENABLE_TONE_MAPPING
            mWidget: ""
            mHint: |-
              Define: ENABLE_TONE_MAPPING
              
              Normally all lit and unlit materials are rendered with HDR tone mapping enabled, so that they fit into the 3D scene correctly. However, for some uses, like UI elements, or materials with specific blend modes, you might want to turn tone mapping off.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Transformed UV 2
            mType: Define
            mName: ENABLE_UV2
            mWidget: group_start
            mHint: |-
              Define: ENABLE_UV2
              
              Allows tiling and animation of texture coordinates.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Source
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used as the base on top of which the transform is applied.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: UV2_SOURCE 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: UV2_SOURCE 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Screen UV
                mType: DefineSelectValue
                mName: UV2_SOURCE SCREEN_UV
                mWidget: ""
                mHint: Screen space UV mapping stretches a texture over the full screen.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Projected UV
                mType: DefineSelectValue
                mName: UV2_SOURCE PROJECTED_UV
                mWidget: ""
                mHint: "Similar to Screen UV, but an arbitrary ModelViewProjection matrix must be supplied from script in the matrix4 property called 'uv2Matrix', which projects the vertices to texture space. Ex: a snapshot texture of the screen and a snapshot of the ModelViewProjection matrix of the same frame can statically map that frame to a 3D object even after the camera and/or the 3D object moves. Note that this matrix should actually include the inverse of the current model matrix (world space to object space), because the positions in the shader are already in world space, and we need to get them back to object space first, before ModelViewProjection can be applied. So, really, you need to pass InvcurrentmodelModelViewProjection."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: Scale
            mType: Property
            mName: uv2Scale
            mWidget: ""
            mHint: |-
              Property: uv2Scale
              
              Allows tiling of textures.
            mMin: -10.000000
            mMax: 10.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: Offset
            mType: Property
            mName: uv2Offset
            mWidget: ""
            mHint: |-
              Property: uv2Offset
              
              Allows shifting of textures, or controls the speed of scrolling if animation is enabled. If animation is enabled, the speed is 'Offset' UVs per second. So if 'Offset' is 2, the texture will scroll through two complete times per second.
            mMin: -10.000000
            mMax: 10.000000
            mStep: 0.001000
            mDefaultVal: 0.000000
            mValues:
              []
          - mLabel: Animation
            mType: Define
            mName: ENABLE_UV2_ANIMATION
            mWidget: ""
            mHint: |-
              Define: ENABLE_UV2_ANIMATION
              
              If this is enabled, the UV's will scroll. In this case the Offset specifies the speed of scrolling. The speed is 'Offset' UVs per second. So if 'Offset' is 2, the texture will scroll through two complete times per second.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_UV2
            mWidget: group_end
            mHint: ""
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Transformed UV 3
            mType: Define
            mName: ENABLE_UV3
            mWidget: group_start
            mHint: |-
              Define: ENABLE_UV3
              
              Allows tiling and animation of texture coordinates.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: Source
            mType: DefineSelect
            mName: ""
            mWidget: ""
            mHint: Specifies the UV set used as the base on top of which the transform is applied.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              - mLabel: Mesh UV 0
                mType: DefineSelectValue
                mName: UV3_SOURCE 0
                mWidget: ""
                mHint: First UV set supplied by mesh. Default UV set on all meshes.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Mesh UV 1
                mType: DefineSelectValue
                mName: UV3_SOURCE 1
                mWidget: ""
                mHint: Second UV set supplied by mesh. Optionally available if supplied from content creation tool.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Transformed UV 2
                mType: DefineSelectValue
                mName: UV3_SOURCE 2
                mWidget: ""
                mHint: "Requires 'Transformed UV 2' to be enabled."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Screen UV
                mType: DefineSelectValue
                mName: UV3_SOURCE SCREEN_UV
                mWidget: ""
                mHint: Screen space UV mapping stretches a texture over the full screen.
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
              - mLabel: Projected UV
                mType: DefineSelectValue
                mName: UV3_SOURCE PROJECTED_UV
                mWidget: ""
                mHint: "Similar to Screen UV, but an arbitrary ModelViewProjection matrix must be supplied  from script in the matrix4 property called 'uv3Matrix', which projects the vertices to texture space. Ex: a snapshot texture of the screen and a snapshot of the ModelViewProjection matrix of the same frame can  statically map that frame to a 3D object even after the camera and/or the 3D object moves. Note that this matrix should actually include the inverse of the current model matrix (world space to object space), because the positions in the shader are already in world space, and we need to get them back to object space first, before ModelViewProjection can be applied. So, really, you need to pass InvcurrentmodelModelViewProjection."
                mMin: ~
                mMax: ~
                mStep: ~
                mDefaultVal: ~
                mValues:
                  []
          - mLabel: Scale
            mType: Property
            mName: uv3Scale
            mWidget: ""
            mHint: |-
              Property: uv3Scale
              
              Allows tiling of textures.
            mMin: -10.000000
            mMax: 10.000000
            mStep: 0.001000
            mDefaultVal: 1.000000
            mValues:
              []
          - mLabel: Offset
            mType: Property
            mName: uv3Offset
            mWidget: ""
            mHint: |-
              Property: uv3Offset
              
              Allows shifting of textures, or controls the speed of scrolling if animation is enabled. If animation is enabled, the speed is 'Offset' UVs per second. So if 'Offset' is 2, the texture will scroll through two complete times per second.
            mMin: -10.000000
            mMax: 10.000000
            mStep: 0.001000
            mDefaultVal: 0.000000
            mValues:
              []
          - mLabel: Animation
            mType: Define
            mName: ENABLE_UV3_ANIMATION
            mWidget: ""
            mHint: |-
              Define: ENABLE_UV3_ANIMATION
              
              If this is enabled, the UV's will scroll. In this case the Offset specifies the speed of scrolling. The speed is 'Offset' UVs per second. So if 'Offset' is 2, the texture will scroll through two complete times per second.
            mMin: ~
            mMax: ~
            mStep: ~
            mDefaultVal: ~
            mValues:
              []
          - mLabel: ""
            mType: GroupEnd
            mName: ENABLE_UV3
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