// Comments start with a double slash and end with a semicolon.  They're ignored by the game.;
// Every script operation must end with a semicolon.  Spaces or line returns are ignored.;
// Base game material file names are a number, so only use non-number names to add new materials.  Ex: BlueChickenMaterial.txt;
// Don't put spaces in file names.;
// Not all script operations must be defined for a material to work.  Default values will be used instead.  This file contains all possible ones, but comments some of them.;

// The file name of the base texture;
texture = ProjectileShotgunZombieGib4.png;

// The file name of the OPTIONAL normal texture;
// Normal textures are used to give a 3D effect to textures via bump mapping.;
// https://cpetry.github.io/NormalMap-Online/ is an excellent free tool for generating bump maps from height maps;
//normal = BlueChickenNormal.png;

// The file name of the OPTIONAL emissive texture;
// Emissive textures will overwrite material effects and lighting and keep the non-black pixels in it fully bright;
//emissive = None;

// The number of columns in the sprite sheet.  Leave to 1 if this isn't a sprite sheet.;
columns = 2;

// The number of rows in the sprite sheet.  Leave to 1 if this isn't a sprite sheet.;
rows = 2;

// How fast the sprite sheet animation will play.  A smaller number will play it slower.  Ignored if this isn't a sprite sheet.;
//animationFactor = 0.75;

// The amount of frames in the sprite sheet animation.  Leave to 1 if this isn't a sprite sheet.;
frameAmount = 4;

// Apply a hue shift to the texture.  0.0 to 1.0.;
//hue = 0.0;

// Percentage of desaturation of the texture.  0.0 to 1.0.;
//desaturation = 0.0;

// Set to true if you want meshes using this material to drop shadows into the world.  false will disable dropping shadows.;
shadow = false;

// Set to true if you want this material to display rain wetness effects if the mesh is under rain.  Do not use for materials used in dynamic sprites like enemies.;
allowWetness = false;

// The step sound to play if the player character is stepping on a mesh using this material.;
//stepSound = 830;