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    Type Alias Vrm0xMaterialProperty

    type Vrm0xMaterialProperty = {
        floatProperties: {
            _BlendMode: number;
            _BumpScale: number;
            _CullMode: number;
            _Cutoff: number;
            _DebugMode: number;
            _DstBlend: number;
            _IndirectLightIntensity: number;
            _LightColorAttenuation: number;
            _OutlineColorMode: number;
            _OutlineCullMode: number;
            _OutlineLightingMix: number;
            _OutlineScaledMaxDistance: number;
            _OutlineWidth: number;
            _OutlineWidthMode: number;
            _ReceiveShadowRate: number;
            _RimFresnelPower: number;
            _RimLift: number;
            _RimLightingMix: number;
            _ShadeShift: number;
            _ShadeToony: number;
            _ShadingGradeRate: number;
            _SrcBlend: number;
            _UvAnimRotation: number;
            _UvAnimScrollX: number;
            _UvAnimScrollY: number;
            _ZWrite: number;
        };
        name: string;
        renderQueue: number;
        shader: string;
        textureProperties: {
            _BumpMap: number;
            _EmissionMap: number;
            _MainTex: number;
            _OutlineWidthTexture: number;
            _ReceiveShadowTexture: number;
            _RimTexture: number;
            _ShadeTexture: number;
            _ShadingGradeTexture: number;
            _SphereAdd: number;
            _UvAnimMaskTexture: number;
        };
        vectorProperties: {
            _BumpMap: Array4<number>;
            _Color: Array4<number>;
            _EmissionColor: Array3<number>;
            _EmissionMap: Array4<number>;
            _MainTex: Array4<number>;
            _OutlineColor: Array4<number>;
            _OutlineWidthTexture: Array4<number>;
            _ReceiveShadowTexture: Array4<number>;
            _RimColor: Array3<number>;
            _ShadeColor: Array3<number>;
            _ShadeTexture: Array4<number>;
            _ShadingGradeTexture: Array4<number>;
            _SphereAdd: Array4<number>;
        };
    }
    Index

    Properties

    floatProperties: {
        _BlendMode: number;
        _BumpScale: number;
        _CullMode: number;
        _Cutoff: number;
        _DebugMode: number;
        _DstBlend: number;
        _IndirectLightIntensity: number;
        _LightColorAttenuation: number;
        _OutlineColorMode: number;
        _OutlineCullMode: number;
        _OutlineLightingMix: number;
        _OutlineScaledMaxDistance: number;
        _OutlineWidth: number;
        _OutlineWidthMode: number;
        _ReceiveShadowRate: number;
        _RimFresnelPower: number;
        _RimLift: number;
        _RimLightingMix: number;
        _ShadeShift: number;
        _ShadeToony: number;
        _ShadingGradeRate: number;
        _SrcBlend: number;
        _UvAnimRotation: number;
        _UvAnimScrollX: number;
        _UvAnimScrollY: number;
        _ZWrite: number;
    }
    name: string
    renderQueue: number
    shader: string
    textureProperties: {
        _BumpMap: number;
        _EmissionMap: number;
        _MainTex: number;
        _OutlineWidthTexture: number;
        _ReceiveShadowTexture: number;
        _RimTexture: number;
        _ShadeTexture: number;
        _ShadingGradeTexture: number;
        _SphereAdd: number;
        _UvAnimMaskTexture: number;
    }
    vectorProperties: {
        _BumpMap: Array4<number>;
        _Color: Array4<number>;
        _EmissionColor: Array3<number>;
        _EmissionMap: Array4<number>;
        _MainTex: Array4<number>;
        _OutlineColor: Array4<number>;
        _OutlineWidthTexture: Array4<number>;
        _ReceiveShadowTexture: Array4<number>;
        _RimColor: Array3<number>;
        _ShadeColor: Array3<number>;
        _ShadeTexture: Array4<number>;
        _ShadingGradeTexture: Array4<number>;
        _SphereAdd: Array4<number>;
    }