ShroudTexture {
	name = Dark
	v = 2
	base = Default

	outside {
		MaterialVariant {
			shader = TU/Specular
			texture = _SpecGlossMap, DecouplerShroud/Textures/SurfDark
		}
		texture = _MainTex, DecouplerShroud/Textures/SurfDark
		texture = _BumpMap, DecouplerShroud/Textures/SurfDefaultNor
	}
}