<materials version="3" group="weapon_group">
    <material name="mtr_xbow"  render_template="generic_customizable:CUBE_ENVIRONMENT_MAPPING:DECAL_STICKER_UV2:DEPTH_SCALING:DIFFUSE_TEXTURE:GRADIENTMAP:NORMALMAP:PATTERN_GRADIENTMAP:PATTERN_GRADIENTMAP_ANGLE_OFFSET:PATTERN_UV2:SKINNED_3WEIGHTS:WEAR_TEAR_MASKING" unique="true" version="2">
                <diffuse_texture file="units/mods/weapons/wpn_fps_heart_piercer_crossbow_pts/cross_df_cc" />
                <bump_normal_texture file="units/mods/weapons/wpn_fps_heart_piercer_crossbow_pts/cross_nm" />
        <diffuse_layer1_texture file="units/payday2_cash/safes/default/base_gradient/base_default_df"/>
        <diffuse_layer2_texture file="units/payday2_cash/safes/default/pattern_gradient/gradient_default_df"/>
        <diffuse_layer0_texture file="units/payday2_cash/safes/default/pattern/pattern_default_df"/>
        <reflection_texture type="cube" global_texture="current_global_texture"/>
        <variable value="1 0 1" type="vector3" name="pattern_tweak"/>
        <variable value="0 0 0" type="vector3" name="pattern_pos"/>
        <variable value="0" type="scalar" name="wear_tear_value"/>
        <diffuse_layer3_texture file="units/payday2_cash/safes/default/sticker/sticker_default_df"/>
        <variable value="1 1 1" type="vector3" name="uv_scale"/>
        <variable value="0 0 0" type="vector3" name="uv_offset_rot"/>
        <variable value="0 0 0" type="vector3" name="cubemap_pattern_control"/>
    </material>

    <material name="mtr_il" render_template="generic:DEPTH_SCALING:DIFFUSE_TEXTURE:NORMALMAP:NORMALMAP_UV1:SELF_ILLUMINATION:SELF_ILLUMINATION_BLOOM" version="2">
        <diffuse_texture file="units/mods/weapons/wpn_fps_heart_piercer_crossbow_pts/cross_df"/>
        <bump_normal_texture file="units/mods/weapons/wpn_fps_heart_piercer_crossbow_pts/cross_nm"/>
        <self_illumination_texture file="units/mods/weapons/wpn_fps_heart_piercer_crossbow_pts/cross_il"/>
        <variable type="scalar" name="il_multiplier" value="reddot"/>
        <variable type="scalar" name="il_bloom" value="5"/>         
    </material> 
</materials>
