Files
116.02_KR_DataCenter_Unpacked/UserShaderData/UserShaderData-00000.xml
2024-07-18 22:48:21 -05:00

148 lines
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XML

<UserShaderData xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="https://vezel.dev/novadrop/dc/UserShaderData UserShaderData.xsd" xmlns="https://vezel.dev/novadrop/dc/UserShaderData">
<Shader priority="3" condition="SuperArmour000" default="S1_MI_Special.Mat.0012A_SuperArmour_default_MI" blendIn="1" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_SuperArmour_hair_MI" head="S1_MI_Special.Mat.0012A_SuperArmour_head_MI" trans="S1_MI_Special.Mat.0012A_SuperArmour_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_SuperArmour_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_SuperArmour_default_MI" blendValueInOverlay="0.1">
<Option shadow="true" turnOffPartsParticle="acc_04, acc_01" weaponEffect="true" namePlate="true" />
</Shader>
<Shader priority="3" condition="SuperArmour001" default="S1_MI_Special.Mat.0012A_SuperArmour_Red_Default" blendIn="1" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_SuperArmour_Red_Hair_MI" head="S1_MI_Special.Mat.0012A_SuperArmour_Red_Head_MI" trans="S1_MI_Special.Mat.0012A_SuperArmour_Red_Default" weaponShader1="S1_MI_Special.Mat.0012A_SuperArmour_Red_Default" weaponShader2="S1_MI_Special.Mat.0012A_SuperArmour_Red_Default" blendValueInOverlay="0.1">
<Option shadow="true" turnOffPartsParticle="acc_04, acc_01" weaponEffect="true" namePlate="true" />
</Shader>
<Shader priority="3" condition="SuperArmour002" default="S1_MI_Special.Mat.0012A_SuperArmour_Blue_Default_MI" blendIn="0.5" blendOut="1" hair="S1_MI_Special.Mat.0012A_SuperArmour_Blue_Hair_MI" head="S1_MI_Special.Mat.0012A_SuperArmour_Blue_Head_MI" trans="S1_MI_Special.Mat.0012A_SuperArmour_Blue_Default_MI" weaponShader1="S1_MI_Special.Mat.0012A_SuperArmour_Blue_Default_MI" weaponShader2="S1_MI_Special.Mat.0012A_SuperArmour_Blue_Default_MI" blendValueInOverlay="0.1">
<Option shadow="true" turnOffPartsParticle="acc_04, acc_01" weaponEffect="true" namePlate="true" />
</Shader>
<Shader priority="3" condition="SuperArmour003" default="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Default" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Hair_MI" head="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Head_MI" trans="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Default" weaponShader1="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Default" weaponShader2="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Default" blendValueInOverlay="0.1">
<Option shadow="true" turnOffPartsParticle="acc_01" weaponEffect="true" namePlate="true" />
</Shader>
<Shader priority="2" condition="cursed" default="S1_MI_Special.Mat.0012A_BlackLeather_default_MI" blendIn="5" blendOut="5" hair="S1_MI_Special.Mat.0012A_BlackLeather_hair_MI" head="S1_MI_Special.Mat.0012A_BlackLeather_head_MI" trans="S1_MI_Special.Mat.0012A_BlackLeather_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_BlackLeather_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_BlackLeather_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="900" condition="raidArmour" default="S1_MI_Special.Mat.0012A_RaidArmour_default_MI" blendIn="2" blendOut="3.5" hair="S1_MI_Special.Mat.0012A_RaidArmour_hair_MI" head="S1_MI_Special.Mat.0012A_RaidArmour_head_MI" trans="S1_MI_Special.Mat.0012A_RaidArmour_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_RaidArmour_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_RaidArmour_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="stone" default="S1_MI_Special.Mat.0012A_Stone_default_MI" blendIn="1.5" blendOut="1.5" hair="S1_MI_Special.Mat.0012A_Stone_hair_MI" head="S1_MI_Special.Mat.0012A_Stone_head_MI" trans="S1_MI_Special.Mat.0012A_Stone_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_Stone_default_MI" weaponShader2="S1_MI_Special.Mat.WizardWeapon00_Stone_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="ghost" default="S1_MI_Special.Mat.0012A_Ghost_default_MI" blendIn="1.5" blendOut="1.5" hair="S1_MI_Special.Mat.0012A_Ghost_default_MI" head="S1_MI_Special.Mat.0012A_Ghost_default_MI" trans="S1_MI_Special.Mat.0012A_Ghost_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_Ghost_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_Ghost_default_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="ghostTrans" default="S1_MI_Special.Mat.0012A_GhostTrans_default_MI" blendIn="1.5" blendOut="1.5" hair="S1_MI_Special.Mat.0012A_GhostTrans_hair_MI" head="S1_MI_Special.Mat.0012A_GhostTrans_head_MI" trans="S1_MI_Special.Mat.0012A_GhostTrans_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_GhostTrans_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_GhostTrans_default_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="SuperArmour" default="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Default" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Hair_MI" head="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Head_MI" trans="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Default" weaponShader1="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Default" weaponShader2="S1_MI_Special.Mat.0012A_SuperArmour_Gold01_Default" blendValueInOverlay="0.1">
<Option shadow="true" turnOffPartsParticle="acc_01" weaponEffect="true" namePlate="true" />
</Shader>
<Shader priority="2" condition="afterImage" default="S1_MI_Special.Mat.0012A_AfterImage_MI" blendIn="0" blendOut="1" hair="S1_MI_Special.Mat.0012A_AfterImage_MI" head="S1_MI_Special.Mat.0012A_AfterImage_MI" trans="S1_MI_Special.Mat.0012A_AfterImage_MI" weaponShader1="S1_MI_Special.Mat.0012A_AfterImage_MI" weaponShader2="S1_MI_Special.Mat.0012A_AfterImage_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01, acc_02, body" weaponEffect="true" namePlate="false" />
</Shader>
<Shader priority="2" condition="assassin_afterImage" default="S1_MI_Special.Mat.0012A_AfterImage22_MI" blendIn="0" blendOut="1" hair="S1_MI_Special.Mat.0012A_AfterImage22_MI" head="S1_MI_Special.Mat.0012A_AfterImage22_MI" trans="S1_MI_Special.Mat.0012A_AfterImage22_MI" weaponShader1="S1_MI_Special.Mat.0012A_AfterImage23_MI" weaponShader2="S1_MI_Special.Mat.0012A_AfterImage23_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01, acc_02" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="assassin_afterImage_unique" default="S1_MI_Special.Mat.0012A_AfterImage_MI" blendIn="0" blendOut="1" hair="S1_MI_Special.Mat.0012A_AfterImage_MI" head="S1_MI_Special.Mat.0012A_AfterImage_MI" trans="S1_MI_Special.Mat.0012A_AfterImage_MI" weaponShader1="S1_MI_Special.Mat.0012A_AfterImage23_MI" weaponShader2="S1_MI_Special.Mat.0012A_AfterImage23_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01, acc_02" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="warrior_afterImage_Violet" default="S1_MI_Special.Mat.0012A_AfterImage22B_MI" blendIn="0" blendOut="1" hair="S1_MI_Special.Mat.0012A_AfterImage22B_MI" head="S1_MI_Special.Mat.0012A_AfterImage22B_MI" trans="S1_MI_Special.Mat.0012A_AfterImage22B_MI" weaponShader1="S1_MI_Special.Mat.0012A_AfterImage22B_MI" weaponShader2="S1_MI_Special.Mat.0012A_AfterImage22B_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01, acc_02" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="warriorIKillU_Violet" default="S1_MI_Special.Mat.0012A_IKillU_Violet_Default" blendIn="1" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_IKillU_Violet_Hair_MI" head="S1_MI_Special.Mat.0012A_IKillU_Violet_Head_MI" trans="S1_MI_Special.Mat.0012A_IKillU_Violet_Default" weaponShader1="S1_MI_Special.Mat.0012A_IKillU_Violet_Default" weaponShader2="S1_MI_Special.Mat.0012A_IKillU_Violet_Default" blendValueInOverlay="0.1">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01, acc_02" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="BloodMoon" default="S1_MI_Special.Mat.0012A_BloodMoon_default_MI" blendIn="0" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_BloodMoon_hair_MI" head="S1_MI_Special.Mat.0012A_BloodMoon_head_MI" trans="S1_MI_Special.Mat.0012A_BloodMoon_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_BloodMoon_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_BloodMoon_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="AwakenLancerAura" default="S1_MI_Special.Mat.0012A_AwakenLancerAura_default_MI" blendIn="0.35" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_AwakenLancerAura_hair_MI" head="S1_MI_Special.Mat.0012A_AwakenLancerAura_head_MI" trans="S1_MI_Special.Mat.0012A_AwakenLancerAura_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_AwakenLancerAura_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_AwakenLancerAura_default_MI">
<Option turnOffPartsParticle="acc_01" />
</Shader>
<Shader priority="2" condition="SuperArmourLancer" default="S1_MI_Special.Mat.0012A_SuperArmour_Lancer_default_MI" blendIn="0.35" blendOut="0.35" hair="S1_MI_Special.Mat.0012A_SuperArmour_Lancer_hair_MI" head="S1_MI_Special.Mat.0012A_SuperArmour_Lancer_head_MI" trans="S1_MI_Special.Mat.0012A_SuperArmour_Lancer_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_SuperArmour_Lancer_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_SuperArmour_Lancer_default_MI">
<Option turnOffPartsParticle="acc_01" />
</Shader>
<Shader priority="2" condition="AwakenBerserkerRage" default="S1_MI_Special.Mat.0012A_AwakenBerserkerRage_default_MI" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_AwakenBerserkerRage_hair_MI" head="S1_MI_Special.Mat.0012A_AwakenBerserkerRage_head_MI" trans="S1_MI_Special.Mat.0012A_AwakenBerserkerRage_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_AwakenBerserkerRage_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_AwakenBerserkerRage_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="AwakenSlayerWeapon" default="S1_MI_Special.Mat.0012A_NoEffect_default_MI" blendIn="0" blendOut="1" hair="S1_MI_Special.Mat.0012A_NoEffect_hair_MI" head="S1_MI_Special.Mat.0012A_NoEffect_head_MI" trans="S1_MI_Special.Mat.0012A_NoEffect_default_MI" weaponShader1="FX_Awaken_Slayer.Shader.J_AwakenSlayer_MAT_MI" weaponShader2="FX_Awaken_Slayer.Shader.J_AwakenSlayer_MAT_MI">
<Option turnOffPartsParticle="acc_04" useOnlyWeaponMaterial="true" />
</Shader>
<Shader priority="2" condition="AwakenSlayerWeapon_Red" default="S1_MI_Special.Mat.0012A_NoEffect_default_MI" blendIn="0" blendOut="1" hair="S1_MI_Special.Mat.0012A_NoEffect_hair_MI" head="S1_MI_Special.Mat.0012A_NoEffect_head_MI" trans="S1_MI_Special.Mat.0012A_NoEffect_default_MI" weaponShader1="FX_Awaken_Slayer.Shader.J_AwakenSlayer_MAT_RedMI" weaponShader2="FX_Awaken_Slayer.Shader.J_AwakenSlayer_MAT_RedMI">
<Option turnOffPartsParticle="acc_04" useOnlyWeaponMaterial="true" />
</Shader>
<Shader priority="2" condition="AwakenWarriorShadow" default="S1_MI_Special.Mat.0012B_AwakenWarriorShadow_default_MI" blendIn="0" blendOut="0" hair="S1_MI_Special.Mat.0012B_AwakenWarriorShadow_hair_MI" head="S1_MI_Special.Mat.0012B_AwakenWarriorShadow_head_MI" trans="S1_MI_Special.Mat.0012B_AwakenWarriorShadow_default_MI" weaponShader1="S1_MI_Special.Mat.0012B_AwakenWarriorShadow_default_MI" weaponShader2="S1_MI_Special.Mat.0012B_AwakenWarriorShadow_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01, acc_02" />
</Shader>
<Shader priority="2" condition="AwakenWarriorStorm" default="S1_MI_Special.Mat.0012A_AwakenWarriorStorm_default_MI" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_AwakenWarriorStorm_hair_MI" head="S1_MI_Special.Mat.0012A_AwakenWarriorStorm_head_MI" trans="S1_MI_Special.Mat.0012A_AwakenWarriorStorm_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_AwakenWarriorStorm_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_AwakenWarriorStorm_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="AwakenNecromantic" default="S1_MI_Special.Mat.0012A_AwakenNecromantic_default_MI" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special.Mat.0012A_AwakenNecromantic_hair_MI" head="S1_MI_Special.Mat.0012A_AwakenNecromantic_head_MI" trans="S1_MI_Special.Mat.0012A_AwakenNecromantic_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_AwakenNecromantic_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_AwakenNecromantic_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="Freeze" default="S1_MI_Special.Mat.0012A_Freeze00_Default_MI" blendIn="1" blendOut="1" hair="S1_MI_Special.Mat.0012A_Freeze00_Hair_MI" head="S1_MI_Special.Mat.0012A_Freeze00_Head_MI" trans="S1_MI_Special.Mat.0012A_Freeze00_Default_MI" weaponShader1="S1_MI_Special.Mat.0012A_Freeze00_Default_MI" weaponShader2="S1_MI_Special.Mat.0012A_Freeze00_Default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="BeDevil" default="S1_MI_Special.Mat.0012A_BeDevil00_Default_MI" blendIn="0.7" blendOut="0.7" hair="S1_MI_Special.Mat.0012A_BeDevil00_Hair_MI" head="S1_MI_Special.Mat.0012A_BeDevil00_Head_MI" trans="S1_MI_Special.Mat.0012A_BeDevil00_Default_MI" weaponShader1="S1_MI_Special.Mat.0012A_BeDevil00_Default_MI" weaponShader2="S1_MI_Special.Mat.0012A_BeDevil00_Default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="ElementCollapse" default="S1_MI_Special.Mat.0012A_AwakenSorcerer00_default_MI" blendIn="6.5" blendOut="0" hair="S1_MI_Special.Mat.0012A_AwakenSorcerer00_hair_MI" head="S1_MI_Special.Mat.0012A_AwakenSorcerer00_head_MI" trans="S1_MI_Special.Mat.0012A_AwakenSorcerer00_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_AwakenSorcerer00_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_AwakenSorcerer00_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" weaponEffect="false" />
</Shader>
<Shader priority="2" condition="AwakenSoullessShadow" default="S1_MI_Special.Mat.0012B_AwakenSoullesShadow_default_MI" blendIn="0.25" blendOut="0.5" hair="S1_MI_Special.Mat.0012B_AwakenSoullesShadow_hair_MI" head="S1_MI_Special.Mat.0012B_AwakenSoullesShadow_head_MI" trans="S1_MI_Special.Mat.0012B_AwakenSoullesShadow_default_MI" weaponShader1="S1_MI_Special.Mat.0012B_AwakenSoullesShadow_default_MI" weaponShader2="S1_MI_Special.Mat.0012B_AwakenSoullesShadow_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01, acc_02" />
</Shader>
<Shader priority="2" condition="DescentOfDarkness" default="S1_MI_Special.Mat.0012A_NoEffect_default_MI" blendIn="0" blendOut="1" hair="S1_MI_Special.Mat.0012A_NoEffect_hair_MI" head="S1_MI_Special.Mat.0012A_NoEffect_head_MI" trans="S1_MI_Special.Mat.0012A_NoEffect_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_SoullessChain00_MI" weaponShader2="S1_MI_Special.Mat.0012A_SoullessChain00_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="ghostTrans_Soulless" default="S1_MI_Special.Mat.0012A_GhostTrans01_default_MI" blendIn="0.7" blendOut="0.7" hair="S1_MI_Special.Mat.0012A_GhostTrans01_hair_MI" head="S1_MI_Special.Mat.0012A_GhostTrans01_head_MI" trans="S1_MI_Special.Mat.0012A_GhostTrans01_default_MI" weaponShader1="S1_MI_Special.Mat.0012A_GhostTrans01_default_MI" weaponShader2="S1_MI_Special.Mat.0012A_GhostTrans_default01_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01, acc_02" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="assassin_afterImage01" default="S1_MI_Special_01.Mat.0012A_AwakenAssassinAfterImage_default_MI" blendIn="0.2" blendOut="1" hair="S1_MI_Special_01.Mat.0012A_AwakenAssassinAfterImage_hair_MI" head="S1_MI_Special_01.Mat.0012A_AwakenAssassinAfterImage_head_MI" trans="S1_MI_Special_01.Mat.0012A_AwakenAssassinAfterImage_default_MI" weaponShader1="S1_MI_Special_01.Mat.NoDraw00_MI" weaponShader2="S1_MI_Special_01.Mat.NoDraw00_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="assassin_afterImage02" default="S1_MI_Special_01.Mat.0205A_AfterImage00_default_MI" blendIn="0.25" blendOut="0.25" hair="S1_MI_Special_01.Mat.0205A_AfterImage00_default_MI" head="S1_MI_Special_01.Mat.0205A_AfterImage00_default_MI" trans="S1_MI_Special_01.Mat.0205A_AfterImage00_default_MI" weaponShader1="S1_MI_Special_01.Mat.0205A_AfterImage00_default_MI" weaponShader2="S1_MI_Special_01.Mat.0205A_AfterImage00_default_MI">
<Option shadow="false" turnOffPartsParticle="acc_04, acc_01" weaponEffect="false" namePlate="false" />
</Shader>
<Shader priority="2" condition="AwakenArcherVeteran" default="S1_MI_Special_01.Mat.0012A_AwakenArcherVeteran_default_MI" blendIn="1.5" blendOut="1.5" hair="S1_MI_Special_01.Mat.0012A_AwakenArcherVeteran_hair_MI" head="S1_MI_Special_01.Mat.0012A_AwakenArcherVeteran_head_MI" trans="S1_MI_Special_01.Mat.0012A_AwakenArcherVeteran_default_MI" weaponShader1="S1_MI_Special_01.Mat.0012A_AwakenArcherVeteran_default_MI" weaponShader2="S1_MI_Special_01.Mat.0012A_AwakenArcherVeteran_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="OutbreakOfWar" default="S1_MI_Special_01.Mat.0012A_OutbreakOfWar00_default_MI" blendIn="1" blendOut="2.5" hair="S1_MI_Special_01.Mat.0012A_OutbreakOfWar00_hair_MI" head="S1_MI_Special_01.Mat.0012A_OutbreakOfWar00_head_MI" trans="S1_MI_Special_01.Mat.0012A_OutbreakOfWar00_default_MI" weaponShader1="S1_MI_Special_01.Mat.0012A_OutbreakOfWar00_default_MI" weaponShader2="S1_MI_Special_01.Mat.0012A_OutbreakOfWar00_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="Jewelry" default="S1_MI_Special_01.Mat.0012A_Jewelry00_default_MI" blendIn="1" blendOut="1" hair="S1_MI_Special_01.Mat.0012A_Jewelry00_hair_MI" head="S1_MI_Special_01.Mat.0012A_Jewelry00_head_MI" trans="S1_MI_Special_01.Mat.0012A_Jewelry00_default_MI" weaponShader1="S1_MI_Special_01.Mat.0012A_Jewelry00_default_MI" weaponShader2="S1_MI_Special_01.Mat.0012A_Jewelry00_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01, body,acc_02" />
</Shader>
<Shader priority="2" condition="SkillOptionCCBlock00" default="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock00_default_MI" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock00_hair_MI" head="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock00_head_MI" trans="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock00_default_MI" weaponShader1="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock00_default_MI" weaponShader2="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock00_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="SkillOptionCCBlock01" default="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock01_default_MI" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock01_hair_MI" head="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock01_head_MI" trans="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock01_default_MI" weaponShader1="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock01_default_MI" weaponShader2="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock01_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="SkillOptionCCBlock02" default="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock02_default_MI" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock02_hair_MI" head="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock02_head_MI" trans="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock02_default_MI" weaponShader1="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock02_default_MI" weaponShader2="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock02_default_MI">
<Option turnOffPartsParticle="acc_04, acc_01" />
</Shader>
<Shader priority="2" condition="SkillOptionCCBlock03" default="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock03_default_MI" blendIn="0.5" blendOut="0.5" hair="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock03_hair_MI" head="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock03_head_MI" trans="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock03_default_MI" weaponShader1="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock03_default_MI" weaponShader2="S1_MI_Special_01.Mat.0012A_SkillOptionCCBlock03_default_MI">
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