Assets pt 2 electric boogaloo
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"Water"
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{
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"%keywords" "tf"
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"$forceexpensive" 1
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"$abovewater" 0
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"%compilewater" 1
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"$CHEAPWATERSTARTDISTANCE" 500.0
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"$CHEAPWATERENDDISTANCE" 1000.0
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// bottom materials shouldn't use $envmap!!! They won't work if they do.
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// "$envmap" "env_cubemap"
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"%tooltexture" "dev/water_normal"
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"$refractamount" ".2"
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"$refracttint" "[0.95 1.0 0.97]"
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"$reflectamount" "1.0"
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"$reflecttint" "[1 1 1]"
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// "$reflecttexture" "_rt_WaterReflection"
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"$refracttexture" "_rt_WaterRefraction"
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<dx90
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{
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"$fallbackmaterial" "water/water_well_beneath_dx80"
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}
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"$scale" "[1 1]"
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"$blurrefract" "1"
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// "$bumpmap" "water/tfwater001_dudv"
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"$normalmap" "water/tfwater001_normal"
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$underwateroverlay "effects/water_warp_well"
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"$surfaceprop" "water"
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"$bumpframe" "0"
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"$fogenable" 1
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// "$fogcolor" "{0 0 0}"
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"$fogcolor" "{32 67 30}"
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"$fogstart" 1
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"$fogend" 512
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"Water_DX60"
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{
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"$fallbackmaterial" "nature/water_dx70_beneath"
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}
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"Proxies"
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{
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"AnimatedTexture"
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{
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"animatedtexturevar" "$normalmap"
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"animatedtextureframenumvar" "$bumpframe"
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"animatedtextureframerate" 30.00
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}
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"TextureScroll"
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{
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"texturescrollvar" "$bumptransform"
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"texturescrollrate" .05
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"texturescrollangle" 45.00
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}
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"WaterLOD"
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{
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}
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}
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}
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