<materials version="3">
	
	<material name="mtr_predator_09" render_template="solid_mask" unique="true" version="2">
		<diffuse_texture file="units/mods/masks/msk_predator_09/mask_df" />
		<bump_normal_texture file="units/mods/masks/msk_predator_09/mask_nm" />
		<reflection_texture file="units/payday2/matcaps/matcap_plastic_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="mtr_base" render_template="solid_mask" unique="true" version="2">
		<diffuse_texture file="units/mods/masks/msk_predator_01/base_df" />
		<bump_normal_texture file="units/mods/masks/msk_predator_01/base_nm" />
		<reflection_texture file="units/payday2/matcaps/matcap_plastic_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="mtr_il" unique="true" render_template="effect:BLEND_ADD:DIFFUSE0_TEXTURE" version="2">
		<diffuse_texture file="units/mods/masks/msk_predator_09/il" />
        <variable value="streetlight" type="scalar" name="intensity"/>
    </material>

</materials>
