<materials version="3">
    <material name="mtr_welder" unique="true" render_template="solid_mask" version="2">
        <diffuse_texture file="units/pd2_dlc_infamy/masks/msk_welder/welder_df"/>
        <bump_normal_texture file="units/pd2_dlc_infamy/masks/msk_welder/welder_nm"/>
		<reflection_texture file="units/payday2/matcaps/matcap_gold_clean_df"/>
        <material_texture file="units/payday2/masks/shared_textures/patterns/pattern_no_color_no_material_df"/>
        <variable value="0 0 0" type="vector3" name="tint_color_a"/>
        <variable value="0 0 0" type="vector3" name="tint_color_b"/>
        <variable value="1" type="scalar" name="material_amount"/>
    </material>
	<material name="glow1" unique="true" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE:DIFFUSE0_UVANIM:VIEW_ANGLE_FALLOFF_OP" version="2">
        <diffuse_texture file="units/pd2_dlc_infamy/masks/msk_welder/welder_il"/>
		<variable value="streetlight" type="scalar" name="il_multiplier"/>
        <variable value="searchlight" type="scalar" name="intensity"/>
        <variable value="0 -0.5 0" type="vector3" name="uv0_speed"/>
		<variable value="0" type="scalar" name="falloff_exp"/>
    </material>	
	<material version="2" name="glow2" render_template="opacity:CUBE_ENVIRONMENT_MAPPING:CUBE_FRESNEL:DIFFUSE_TEXTURE">
        <variable value="1 1 1" type="vector3" name="fresnel_settings"/>
		<opacity_texture file="units/payday2/architecture/air_glass/air_glass_a_op"/>
        <diffuse_texture file="units/payday2/glass/glass_clear_vehicle_dark_b_df"/>
        <reflection_texture type="cube" global_texture="current_global_texture"/>
		<variable value="1 1 1" type="vector3" name="environment_settings"/>
    </material>
	<material version="2" name="glow3" render_template="generic:DIFFUSE_TEXTURE">
        <diffuse_texture file="units/pd2_dlc_infamy/masks/msk_welder/cone_il"/>
		<variable value="megatron" type="scalar" name="intensity"/>
    </material>
</materials>
