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{
  "description": "Material Type like StandardPBR, but does bending for vegetation.",
  "version": 1,
  "propertyLayout": {
    "propertyGroups": [
      {
       "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesBaseColorPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesMetallicPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesRoughnessPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesSpecularPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesNormalPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesOcclusionPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesEmissivePropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesClearCoatPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesParallaxPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesOpacityPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesUvPropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesIrradiancePropertyGroup.json"
      },
      {
        "$import":"D:\O3DE\Gems\Atom\Feature\Common\Assets\Materials\TypesGeneralCommonPropertyGroup.json"
      }
      }
    ]
  },
  "shaders": [
    {
      "file": "./VegetationBending_ForwardPass.shader",
      "tag": "ForwardPass"
    },
    {
      "file": "./VegetationBending_ForwardPass_EDS.shader",
      "tag": "ForwardPass_EDS"
    },
    {
      "file": "Shaders/Shadow/Shadowmap.shader",
      "tag": "Shadowmap"
    },
    {
      "file": "./VegetationBending_DepthPass.shader",
      "tag": "DepthPass"
    }
  ],
  "uvNameMap": {
    "UV0": "Tiled",
    "UV1": "Unwrapped"
  }
}
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