			materialType = AtmosphericOptimized
			Material
			{
				saturation = 1.2
				contrast = 1.1
				tintColor = 1.0,1.0,1.0,0.0
				
				powerNear = 0.5
				powerFar = 0.5
				
				groundTexStart = 0
				groundTexEnd = 1000
				
				steepPower = 4
				steepTexStart = 0
				steepTexEnd = 500000
				steepTex = BUILTIN/terrain_sand00
				steepBumpMap = BUILTIN/Cliff (Layered Rock)_NRM
				steepNearTiling = 400
				steepTiling = 500
				
				lowTex = BUILTIN/rock00
				lowBumpMap = BUILTIN/Waterbump
				lowNearTiling = 3000
				lowMultiFactor = 10
				lowBumpNearTiling = 20000
				lowBumpFarTiling = 300
				
				midTex = BUILTIN/SandyGround
				midBumpMap = BUILTIN/bouldernormal
				midNearTiling = 7000
				midMultiFactor = 10
				midBumpNearTiling = 20000
				midBumpFarTiling = 300
				
				highTex = BUILTIN/SandyGround
				highBumpMap = BUILTIN/bouldernormal
				highNearTiling = 7000
				highMultiFactor = 10
				highBumpNearTiling = 20000
				highBumpFarTiling = 300
				
				lowStart = 0
				lowEnd = 0.3
				highStart = 0.8
				highEnd = 1
				
				globalDensity = 0
			}