ShroudTexture {
	name = Metallic
	v = 2

	outside {
		MaterialVariant {
			shader = TU/Specular
			texture = _SpecGlossMap, DecouplerShroud/Textures/SurfMetallicShininess

			float = _Smoothness, .95
		}
		MaterialVariant {
			shader = KSP/Bumped Specular (Mapped)
			texture = _SpecMap, DecouplerShroud/Textures/SurfMetallicShininess
		}
		
		float = _Shininess, .8

		texture = _MainTex, DecouplerShroud/Textures/SurfMetallic
		texture = _BumpMap, DecouplerShroud/Textures/SurfDefaultNor

		uScale = 2
		vScale = 1
		autoScale = true
		autoHeightDivide = true
		autoMinU = 1
	}
	top {

		MaterialVariant {
			shader = TU/Specular
			texture = _SpecGlossMap, DecouplerShroud/Textures/TopDefault

			float = _Smoothness, .5
		}
		MaterialVariant {
			shader = KSP/Bumped Specular (Mapped)
			texture = _SpecMap, DecouplerShroud/Textures/TopDefault
			float = _Shininess, .5
		}
		MaterialVariant {
			shader = KSP/Bumped Specular
			float = _Shininess, .5
		}

		texture = _MainTex, DecouplerShroud/Textures/TopDefault
		texture = _BumpMap, DecouplerShroud/Textures/TopDefaultNor

		uScale = 2
		vScale = 1
		autoScale = true
		autoHeightDivide = true
		autoWidthStep = 1

	}
	inside {
		MaterialVariant {
			shader = TU/Specular
			texture = _SpecGlossMap, DecouplerShroud/Textures/InTex

			float = _Smoothness, .4
		}
		MaterialVariant {
			shader = KSP/Bumped Specular
			float = _Shininess, .2
		}

		texture = _MainTex, DecouplerShroud/Textures/InTex
		texture = _BumpMap, DecouplerShroud/Textures/InNor
		float = _Shininess, .3

		uScale = 3
		autoScale = true
		autoWidthStep = .25
	}
}