ShroudTexture {
	name = Corrugated
	v = 2

	outside {
		
		
		texture = _MainTex, DecouplerShroud/Textures/SurfCorrugated
		texture = _BumpMap, DecouplerShroud/Textures/SurfSaturnNor

		uScale = 2
		autoScale = true
		autoHeightDivide = true
		autoMinUFactor = 0.5
	}
	top {

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

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

		}
		MaterialVariant {
			shader = KSP/Bumped Specular
			float = _Shininess, .5
		}

		texture = _MainTex, DecouplerShroud/Textures/TopDot
		texture = _BumpMap, DecouplerShroud/Textures/TopDotNor

		uScale = 6
		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, .3
		}

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

		uScale = 3
		autoScale = true
	}
}