# MagicalMounts (CookieMilk) — mount water VFX collision fix + Malbers coat fixes.
# Requires a game RESTART to take effect (a live sweep leaves vetoed instances stuck).

[prefab]
fx_mm_deer_water_surface
fx_mm_dragon_water_surface
fx_mm_horse_water_surface
fx_mm_raven_water_surface
fx_mm_wolf_water_surface
fx_mm_creature_footstep_water
fx_mm_creature_land_water

# unicorn rainbow hammer effect roots (block/hit sub-effects host the wave squares)
fx_mm_unicorn_rainbow_blocked
fx_mm_unicorn_rainbow_sledge_iron_hit
mm_unicorn_rainbow

# Hide the unicorn hammer's 'block_wave' particle (FX/waves)
# Scoped by the [prefab] roots above so vanilla
# block_wave elsewhere is untouched; a renderer is disabled only if its ancestor is a
# listed root AND it uses this material. StripInstance matches the " (Instance)" suffix.
[hiderenderer]
mat:block_wave

[useshader]
mat:water_ring    "Legacy Shaders/Particles/Additive"
mat:water_surface "Legacy Shaders/Particles/Additive"

# ============================================================================
# MOUNT COATS (Malbers grading not reproducible on Custom/Creature)
# ----------------------------------------------------------------------------
# Drive Custom/Creature's OWN grading to approximate each coat:
#   _Saturation=0        → neutralize the warm/multicolored hide to greyscale
#   _Color=#RRGGBBAA      → set coat color (multiplied over the greyscale hide)
#   _Cutoff=0            → force opaque (some coat albedos alpha-clip to transparent)
#   _Glossiness=0.1      → matte fur (Custom/Creature default 0.5 was too shiny)
#   _EmissionColor=#…    → deer/wolf only: their T_Deer_Emission / Wolf_FurTattoos
#                          maps were OFF in source (_EmissionPower=0) but the bridge
#                          re-enabled them. #000000 killed the pattern entirely, so
#                          a DIM TAN is used to bring the pattern back subdued.
# Quoted names REQUIRED (spaces). All values are tunable starting points.
#
# --- HORSE ---
mat:"Horse 4 White"    "Custom/Creature" _Saturation=0 _Color=#DCD4C4FF _Cutoff=0 _Glossiness=0.1   # dimmed
mat:"Horse 4 Gray 2"   "Custom/Creature" _Saturation=0 _Color=#A8A8A8FF _Cutoff=0 _Glossiness=0.1
mat:"Horse 4 Black"    "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1
mat:"Horse 4 Brown"    "Custom/Creature" _Saturation=0 _Color=#966A3CFF _Cutoff=0 _Glossiness=0.1
mat:"Horse 4 Palomino" "Custom/Creature" _Saturation=0 _Color=#D8B36BFF _Cutoff=0 _Glossiness=0.1

# --- DEER ---  (emission restored as dim tan so patterns show cream/tan, not white)
mat:"M_Deer_White"          "Custom/Creature" _Saturation=0 _Color=#CBBC9CFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_White_Fur"      "Custom/Creature" _Saturation=0 _Color=#CBBC9CFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_White_Magic"    "Custom/Creature" _Saturation=0 _Color=#CBBC9CFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_White_Fur_Magic" "Custom/Creature" _Saturation=0 _Color=#CBBC9CFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Brown"          "Custom/Creature" _Saturation=0 _Color=#966A3CFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Brown_Fur"      "Custom/Creature" _Saturation=0 _Color=#966A3CFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Red"            "Custom/Creature" _Saturation=0 _Color=#A85E32FF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Red_Fur"        "Custom/Creature" _Saturation=0 _Color=#A85E32FF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Red_Magic"      "Custom/Creature" _Saturation=0 _Color=#A85E32FF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Red_Fur_Magic"  "Custom/Creature" _Saturation=0 _Color=#A85E32FF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Black"          "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Black_Fur"      "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Black_Magic"    "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"M_Deer_Black_Fur_Magic" "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF

# --- WOLF ---
mat:"Wolf Re White"          "Custom/Creature" _Saturation=0 _Color=#CBBC9CFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re White Fur"      "Custom/Creature" _Saturation=0 _Color=#CBBC9CFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re Black"          "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re Black Fur"      "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re Black Magic"    "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re Black Magic Fur" "Custom/Creature" _Saturation=0 _Color=#2E2E2EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re Gray Dark"      "Custom/Creature" _Saturation=0 _Color=#6E6E6EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re Gray Dark Fur"  "Custom/Creature" _Saturation=0 _Color=#6E6E6EFF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re Timber"         "Custom/Creature" _Saturation=0 _Color=#8A7355FF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF
mat:"Wolf Re Timber Fur"     "Custom/Creature" _Saturation=0 _Color=#8A7355FF _Cutoff=0 _Glossiness=0.1 _EmissionColor=#A85A24FF

# --- RAVEN ---  (no emission maps on these)
mat:"Raven White"            "Custom/Creature" _Saturation=0 _Color=#D6CDBAFF _Cutoff=0 _Glossiness=0.1
mat:"Raven White Fur"        "Custom/Creature" _Saturation=0 _Color=#D6CDBAFF _Cutoff=0 _Glossiness=0.1
mat:"Raven Black"            "Custom/Creature" _Saturation=0 _Color=#2A2A2AFF _Cutoff=0 _Glossiness=0.1
mat:"Raven Black Fur"        "Custom/Creature" _Saturation=0 _Color=#2A2A2AFF _Cutoff=0 _Glossiness=0.1
mat:"Raven Grey"             "Custom/Creature" _Saturation=0 _Color=#8A8A8AFF _Cutoff=0 _Glossiness=0.1
mat:"Raven Grey Fur"         "Custom/Creature" _Saturation=0 _Color=#8A8A8AFF _Cutoff=0 _Glossiness=0.1
mat:"Feathers White"         "Custom/Creature" _Saturation=0 _Color=#D6CDBAFF _Cutoff=0 _Glossiness=0.1
mat:"Feathers Black"         "Custom/Creature" _Saturation=0 _Color=#2A2A2AFF _Cutoff=0 _Glossiness=0.1
mat:"Wings White"            "Custom/Creature" _Saturation=0 _Color=#D6CDBAFF _Cutoff=0 _Glossiness=0.1
mat:"Wings Black"            "Custom/Creature" _Saturation=0 _Color=#2A2A2AFF _Cutoff=0 _Glossiness=0.1
mat:"Wings Feathers White"   "Custom/Creature" _Saturation=0 _Color=#D6CDBAFF _Cutoff=0 _Glossiness=0.1
mat:"Wings Feathers Black"   "Custom/Creature" _Saturation=0 _Color=#2A2A2AFF _Cutoff=0 _Glossiness=0.1

# --- EYES ---  (were black mirrors — AutoPolishMetallic made them _Metallic=1.
# A [useshader] rule bypasses that; kill metallic so the iris albedo shows. Keep
# each eye's own color, no desaturation. No emission — eyes shouldn't glow.)
mat:"Horse_Eye_D"  "Custom/Creature" _Metallic=0 _UseGlossmap=0 _Glossiness=0.4 _Color=#FFFFFFFF _Cutoff=0 _EmissionColor=#000000FF
mat:"Horse_Eye_E"  "Custom/Creature" _Metallic=0 _UseGlossmap=0 _Glossiness=0.4 _Color=#FFFFFFFF _Cutoff=0 _EmissionColor=#000000FF
mat:"Horse_Eye_F"  "Custom/Creature" _Metallic=0 _UseGlossmap=0 _Glossiness=0.4 _Color=#FFFFFFFF _Cutoff=0 _EmissionColor=#000000FF
mat:"M_Deer_Eyes"  "Custom/Creature" _Metallic=0 _UseGlossmap=0 _Glossiness=0.4 _Color=#FFFFFFFF _Cutoff=0 _EmissionColor=#000000FF

# --- COSMIC COATS (SineVFX GalaxyMaterial) ---
# The SineVFX galaxy shader is an animated multi-layer effect (rim + rotating stars +
# clouds + refraction) that Custom/Creature CANNOT reproduce. Tried its star/cloud layers
# as albedo (flat purple) and as emission (blown-out whiteish) — both dead ends. Settled on
# a SOLID deep-space color: no texture aliased, so _MainTex stays null → Unity's white
# default × dark _Color = solid dark indigo. Matte (_Glossiness=0), no emission.
# Only _01/_06 confirmed loaded; _02–_08 added speculatively for undead/raven/dragon cosmic.
mat:"GalaxyMaterial_01" "Custom/Creature" _Color=#201C40FF _Cutoff=0 _Glossiness=0
mat:"GalaxyMaterial_02" "Custom/Creature" _Color=#201C40FF _Cutoff=0 _Glossiness=0
mat:"GalaxyMaterial_03" "Custom/Creature" _Color=#201C40FF _Cutoff=0 _Glossiness=0
mat:"GalaxyMaterial_04" "Custom/Creature" _Color=#201C40FF _Cutoff=0 _Glossiness=0
mat:"GalaxyMaterial_05" "Custom/Creature" _Color=#201C40FF _Cutoff=0 _Glossiness=0
mat:"GalaxyMaterial_06" "Custom/Creature" _Color=#201C40FF _Cutoff=0 _Glossiness=0
mat:"GalaxyMaterial_07" "Custom/Creature" _Color=#201C40FF _Cutoff=0 _Glossiness=0
mat:"GalaxyMaterial_08" "Custom/Creature" _Color=#201C40FF _Cutoff=0 _Glossiness=0

# Left on plain bridge: antlers, horns, saddle, mouth, raven beak,
# magic eye materials (M_Deer_Eye_Magic_*), "Raven White Spots" (patterned).

# ============================================================================
# EYE LENS / CORNEA overlays — force transparent.
# ----------------------------------------------------------------------------
# These are glassy cornea overlays authored fully transparent (Horse_Lens was
# Standard with color RGBA(0,0,0,0); Wolf Re EyeLens was MalbersEyeLens). The
# bridge turned them into OPAQUE BLACK Custom/Creature spheres capping the eye,
# hiding the iris. Routing them to the transparent shader restores the glassy
# (effectively invisible) cornea so the eyeball shows through.
[forcetransparent]
mat:Horse_Lens
mat:"Wolf Re EyeLens"
