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Вопрос Ищю KeyValues3 материалы

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2 Мар 2024
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ищю KeyValues3 материалы или путь до них и в какой папки они лежат а также
кто может накидать всякие базовые материалы в формате KeyValues3 по типу flat glow latex итд
 
ищю KeyValues3 материалы или путь до них и в какой папки они лежат а также
кто может накидать всякие базовые материалы в формате KeyValues3 по типу flat glow latex итд

сhams:
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    inline constexpr const char szVMatBufferFlatVisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_unlitgeneric.vfx"

    F_PAINT_VERTEX_COLORS = 1
    F_TRANSLUCENT = 1
    F_BLEND_MODE = 1

    g_vColorTint = [1, 1, 1, 1]

    TextureAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tTintMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
}
)";

    inline constexpr const char szVMatBufferFlatInvisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_unlitgeneric.vfx"

    F_PAINT_VERTEX_COLORS = 1
    F_TRANSLUCENT = 1
    F_BLEND_MODE = 1
    F_DISABLE_Z_WRITE = 1
    F_DISABLE_Z_PREPASS = 1
    F_RENDER_BACKFACES = 1
    F_IGNOREZ = 1
    F_DISABLE_Z_BUFFERING = 1

    g_vColorTint = [1, 1, 1, 1]

    TextureAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tAmbientOcclusion = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tTintMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
}
)";

    inline constexpr const char szVMatBufferIlluminateVisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_complex.vfx"

    F_SELF_ILLUM = 1
    F_PAINT_VERTEX_COLORS = 1
    F_TRANSLUCENT = 1

    g_vColorTint = [1.000000, 1.000000, 1.000000, 1.000000]
    g_flSelfIllumScale = [3.000000, 3.000000, 3.000000, 3.000000]
    g_flSelfIllumBrightness = [3.000000, 3.000000, 3.000000, 3.000000]
    g_vSelfIllumTint = [10.000000, 10.000000, 10.000000, 10.000000]

    g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
    g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
}
)";

    inline constexpr const char szVMatBufferIlluminateInvisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_complex.vfx"

    F_SELF_ILLUM = 1
    F_PAINT_VERTEX_COLORS = 1
    F_TRANSLUCENT = 1
    F_DISABLE_Z_BUFFERING = 1

    g_vColorTint = [1.000000, 1.000000, 1.000000, 1.000000]
    g_flSelfIllumScale = [3.000000, 3.000000, 3.000000, 3.000000]
    g_flSelfIllumBrightness = [3.000000, 3.000000, 3.000000, 3.000000]
    g_vSelfIllumTint = [10.000000, 10.000000, 10.000000, 10.000000]

    g_tColor = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tNormal = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    g_tSelfIllumMask = resource:"materials/default/default_mask_tga_fde710a5.vtex"
    TextureAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
    g_tAmbientOcclusion = resource:"materials/debug/particleerror.vtex"
}
)";

    inline constexpr const char szVMatBufferGlowVisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_effects.vfx"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tMask1 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask2 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask3 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_flColorBoost = 20
    g_flOpacityScale = 0.6999999
    g_flFresnelExponent = 10
    g_flFresnelFalloff = 10
    g_flFresnelMax = 0
    g_flFresnelMin = 1
    F_ADDITIVE_BLEND = 1
    F_BLEND_MODE = 1
    F_TRANSLUCENT = 1
    F_IGNOREZ = 0
    F_DISABLE_Z_BUFFERING = 0
    F_RENDER_BACKFACES = 0
    g_vColorTint = [1.00000, 1.00000, 1.00000]
}
)";

    inline constexpr const char szVMatBufferGlowInvisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_effects.vfx"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tMask1 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask2 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask3 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_flColorBoost = 20
    g_flOpacityScale = 0.6999999
    g_flFresnelExponent = 10
    g_flFresnelFalloff = 10
    g_flFresnelMax = 0
    g_flFresnelMin = 1
    F_ADDITIVE_BLEND = 1
    F_BLEND_MODE = 1
    F_TRANSLUCENT = 1
    F_IGNOREZ = 1
    F_DISABLE_Z_BUFFERING = 1
    F_DISABLE_Z_WRITE = 1
    F_DISABLE_Z_PREPASS = 1
    F_RENDER_BACKFACES = 1
    g_vColorTint = [1.00000, 1.00000, 1.00000]
}
)";

    inline constexpr const char szVMatBufferGhostVisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_effects.vfx"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
    g_tMask1 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask2 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask3 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_flOpacityScale = 0.45
    g_flFresnelExponent = 0.75
    g_flFresnelFalloff = 1
    g_flFresnelMax = 0.0
    g_flFresnelMin = 1
    F_ADDITIVE_BLEND = 1
    F_BLEND_MODE = 0
    F_TRANSLUCENT = 1
    F_IGNOREZ = 0
    F_DISABLE_Z_WRITE = 0
    F_DISABLE_Z_BUFFERING = 0
    F_RENDER_BACKFACES = 1
    g_vColorTint = [1.0, 1.0, 1.0, 0.0]
}
)";

    inline constexpr const char szVMatBufferGhostInvisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_effects.vfx"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
    g_tMask1 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask2 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask3 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_flOpacityScale = 0.45
    g_flFresnelExponent = 0.75
    g_flFresnelFalloff = 1
    g_flFresnelMax = 0.0
    g_flFresnelMin = 1
    F_ADDITIVE_BLEND = 1
    F_BLEND_MODE = 0
    F_TRANSLUCENT = 1
    F_IGNOREZ = 1
    F_DISABLE_Z_WRITE = 1
    F_DISABLE_Z_BUFFERING = 1
    F_DISABLE_Z_PREPASS = 1
    F_RENDER_BACKFACES = 1
    g_vColorTint = [1.0, 1.0, 1.0, 0.0]
}
)";

    inline constexpr const char szVMatBufferLatexVisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_character.vfx"
    F_BLEND_MODE = 1
    g_vColorTint = [1.0, 1.0, 1.0, 1.0]
    g_bFogEnabled = 0
    g_flMetalness = 0.000
    g_tMetalness = resource:"materials/default/default_metal_tga_8fbc2820.vtex"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tAmbientOcclusion = resource:"materials/default/default_ao_tga_79a2e0d0.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_1b833b2a.vtex"
}
)";

    inline constexpr const char szVMatBufferLatexInvisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_character.vfx"
    F_DISABLE_Z_BUFFERING = 1
    F_DISABLE_Z_PREPASS = 1
    F_DISABLE_Z_WRITE = 1
    F_BLEND_MODE = 1
    g_vColorTint = [1.0, 1.0, 1.0, 1.0]
    g_bFogEnabled = 0
    g_flMetalness = 0.000
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tAmbientOcclusion = resource:"materials/default/default_ao_tga_79a2e0d0.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_1b833b2a.vtex"
    g_tMetalness = resource:"materials/default/default_metal_tga_8fbc2820.vtex"
}
)";

    inline constexpr const char szVMatBufferCrystalVisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_character.vfx"
    F_TRANSLUCENT = 1
    F_BLEND_MODE = 1
    F_RENDER_BACKFACES = 1
    F_DISABLE_Z_WRITE = 1
    F_DISABLE_Z_PREPASS = 1
    g_bFogEnabled = 0
    g_flMetalness = 0.0
    g_flRoughness = 0.1
    g_flSpecularTint = 2.5
    g_flSelfIllumStrength = 4.0
    g_flSelfIllumScale = 1.0
    g_vColorTint = [0.2, 0.6, 1.5, 0.6]
    g_vSelfIllumTint = [0.2, 0.7, 3.0]
    g_flOpacityScale = 0.55
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_1b833b2a.vtex"
    g_tMetalness = resource:"materials/default/default_metal_tga_8fbc2820.vtex"
    g_tAmbientOcclusion = resource:"materials/default/default_ao_tga_79a2e0d0.vtex"
}
)";

    inline constexpr const char szVMatBufferCrystalInvisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_character.vfx"
    F_TRANSLUCENT = 1
    F_BLEND_MODE = 1
    F_RENDER_BACKFACES = 1
    F_DISABLE_Z_BUFFERING = 1
    F_DISABLE_Z_WRITE = 1
    F_DISABLE_Z_PREPASS = 1
    g_bFogEnabled = 0
    g_flMetalness = 0.0
    g_flRoughness = 0.15
    g_flSpecularTint = 2.0
    g_flSelfIllumStrength = 5.0
    g_flSelfIllumScale = 1.0
    g_vColorTint = [0.15, 0.45, 1.8, 0.5]
    g_vSelfIllumTint = [0.3, 0.7, 2.5]
    g_flOpacityScale = 0.45
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_1b833b2a.vtex"
    g_tMetalness = resource:"materials/default/default_metal_tga_8fbc2820.vtex"
    g_tAmbientOcclusion = resource:"materials/default/default_ao_tga_79a2e0d0.vtex"
}
)";

    inline constexpr const char szVMatBufferGhost2Visible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_effects.vfx"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
    g_tMask1 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask2 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask3 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_flOpacityScale = 0.45
    g_flFresnelExponent = 0.75
    g_flFresnelFalloff = 1
    g_flFresnelMax = 0.0
    g_flFresnelMin = 1
    F_ADDITIVE_BLEND = 1
    F_BLEND_MODE = 0
    F_TRANSLUCENT = 1
    F_IGNOREZ = 0
    F_DISABLE_Z_WRITE = 0
    F_DISABLE_Z_BUFFERING = 0
    F_RENDER_BACKFACES = 1
    g_vColorTint = [1.0, 1.0, 1.0, 0.0]
}
)";

    inline constexpr const char szVMatBufferGhost2Invisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_effects.vfx"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
    g_tMask1 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask2 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_tMask3 = resource:"materials/default/default_mask_tga_344101f8.vtex"
    g_flOpacityScale = 0.45
    g_flFresnelExponent = 0.75
    g_flFresnelFalloff = 1
    g_flFresnelMax = 0.0
    g_flFresnelMin = 1
    F_ADDITIVE_BLEND = 1
    F_BLEND_MODE = 0
    F_TRANSLUCENT = 1
    F_IGNOREZ = 1
    F_DISABLE_Z_WRITE = 1
    F_DISABLE_Z_BUFFERING = 1
    F_DISABLE_Z_PREPASS = 1
    F_RENDER_BACKFACES = 1
    g_vColorTint = [1.0, 1.0, 1.0, 0.0]
}
)";

    inline constexpr const char szVMatBufferMetallicVisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_complex.vfx"
    F_DISABLE_Z_PREPASS = 1
    F_DISABLE_Z_WRITE = 1
    F_BLEND_MODE = 1
    F_RENDER_BACKFACES = 0
    g_vColorTint = [1.0, 1.0, 1.0, 1.0]
    g_bFogEnabled = 0
    g_flMetalness = 1.000
    g_flModelTintAmount = 1.000
    g_nScaleTexCoordUByModelScaleAxis = 0
    g_nScaleTexCoordVByModelScaleAxis = 0
    g_nTextureAddressModeU = 0
    g_nTextureAddressModeV = 0
    g_flTexCoordRotation = 0.000
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tAmbientOcclusion = resource:"materials/default/default_ao_tga_559f1ac6.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_1b833b2a.vtex"
}
)";

    inline constexpr const char szVMatBufferMetallicInvisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d}
format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_complex.vfx"
    F_DISABLE_Z_BUFFERING = 1
    F_DISABLE_Z_PREPASS = 1
    F_DISABLE_Z_WRITE = 1
    F_BLEND_MODE = 1
    F_RENDER_BACKFACES = 0
    g_vColorTint = [1.0, 1.0, 1.0, 1.0]
    g_bFogEnabled = 0
    g_flMetalness = 1.000
    g_flModelTintAmount = 1.000
    g_nScaleTexCoordUByModelScaleAxis = 0
    g_nScaleTexCoordVByModelScaleAxis = 0
    g_nTextureAddressModeU = 0
    g_nTextureAddressModeV = 0
    g_flTexCoordRotation = 0.000
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tAmbientOcclusion = resource:"materials/default/default_ao_tga_559f1ac6.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_1b833b2a.vtex"
}
)";

    inline constexpr const char szVMatBufferGraffitiVisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_static_overlay.vfx"
    F_AUTOMATIC_PBR_COLOR_FITTING = 1
    F_BLEND_MODE = 1
    F_LIT = 1
    g_bFogEnabled = 1
    g_nScaleTexCoordUByModelScaleAxis = 0
    g_nScaleTexCoordVByModelScaleAxis = 0
    g_nTextureAddressModeU = 0
    g_nTextureAddressModeV = 0
    g_flModelTintAmount = 1.000
    g_flOpacityScale = 0.850
    g_flSelfIllumAlbedoFactor = 1.000
    g_flSelfIllumBrightness = 0.000
    g_flSelfIllumScale = 1.000
    g_flTexCoordRotation = 0.000
    g_vColorTint = [1.000, 1.000, 1.000, 0.000]
    g_vSelfIllumScrollSpeed = [0.000, 0.000, 0.000, 0.000]
    g_vSelfIllumTint = [1.000, 1.000, 1.000, 0.000]
    g_vTexCoordCenter = [0.500, 0.500, 0.000, 0.000]
    g_vTexCoordOffset = [0.000, 0.000, 0.000, 0.000]
    g_vTexCoordScale = [1.000, 1.000, 0.000, 0.000]
    g_vTexCoordScrollSpeed = [0.000, 0.000, 0.000, 0.000]
    TextureRoughness = [0.752941, 0.752941, 0.752941, 0.000]
    g_tAmbientOcclusion = resource:"materials/default/default_ao_tga_559f1ac6.vtex"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tMetalness = resource:"materials/default/default_metal_tga_af1d7118.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
    g_tSelfIllumMask = resource:"materials/default/default_selfillum_tga_e58fcf1c.vtex"
}
)";

    inline constexpr const char szVMatBufferGraffitiInvisible[] = R"(<!-- kv3 encoding:text:version{e21c7f3c-8a33-41c5-9977-a76d3a32aa0d} format:generic:version{7412167c-06e9-4698-aff2-e63eb59037e7} -->
{
    shader = "csgo_static_overlay.vfx"
    F_AUTOMATIC_PBR_COLOR_FITTING = 1
    F_BLEND_MODE = 1
    F_LIT = 1
    F_DISABLE_Z_BUFFERING = 1
    F_DISABLE_Z_WRITE = 1
    F_DISABLE_Z_PREPASS = 1
    F_RENDER_BACKFACES = 1
    F_IGNOREZ = 1
    g_bFogEnabled = 1
    g_nScaleTexCoordUByModelScaleAxis = 0
    g_nScaleTexCoordVByModelScaleAxis = 0
    g_nTextureAddressModeU = 0
    g_nTextureAddressModeV = 0
    g_flModelTintAmount = 1.000
    g_flOpacityScale = 0.850
    g_flSelfIllumAlbedoFactor = 1.000
    g_flSelfIllumBrightness = 0.000
    g_flSelfIllumScale = 1.000
    g_flTexCoordRotation = 0.000
    g_vColorTint = [1.000, 1.000, 1.000, 0.000]
    g_vSelfIllumScrollSpeed = [0.000, 0.000, 0.000, 0.000]
    g_vSelfIllumTint = [1.000, 1.000, 1.000, 0.000]
    g_vTexCoordCenter = [0.500, 0.500, 0.000, 0.000]
    g_vTexCoordOffset = [0.000, 0.000, 0.000, 0.000]
    g_vTexCoordScale = [1.000, 1.000, 0.000, 0.000]
    g_vTexCoordScrollSpeed = [0.000, 0.000, 0.000, 0.000]
    TextureRoughness = [0.752941, 0.752941, 0.752941, 0.000]
    g_tAmbientOcclusion = resource:"materials/default/default_ao_tga_559f1ac6.vtex"
    g_tColor = resource:"materials/dev/primary_white_color_tga_21186c76.vtex"
    g_tMetalness = resource:"materials/default/default_metal_tga_af1d7118.vtex"
    g_tNormal = resource:"materials/default/default_normal_tga_7652cb.vtex"
    g_tSelfIllumMask = resource:"materials/default/default_selfillum_tga_e58fcf1c.vtex"
}
)";

вот тебе материалы
 
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