Ash colour on fully burnt surfaces (#rrggbb).
Char colour (#rrggbb).
Crack colour (#rrggbb).
Crack cell frequency, 1/m.
Crack line width (in cell units, ~0.02…0.2).
Dent bump strength.
Ember glow colour (#rrggbb).
Ember glow intensity (emissive multiplier).
Ember crack frequency, 1/m.
Damage above which pieces go missing (needs cutout).
Share of foliage lost at full burn (needs foliage).
Leaf-loss pattern frequency, 1/m.
Multiplier on every pattern frequency (raise for small props, lower for huge cliffs).
Puddle coverage on flat ground at full wetness (0 = none).
Puddle pattern frequency, 1/m.
Light scorch tint at low burn (#rrggbb, multiplied in).
Noise amplitude breaking up the snow edge.
Snow colour (#rrggbb).
How far down the sides snow reaches at full snow (0 = only flat tops, 1 = down to vertical).
Snow roughness.
Snow edge noise frequency, 1/m.
Snow sparkle strength.
Sparkle frequency, 1/m.
Strength of drip streaks on vertical faces (0 = none).
Streak frequency, 1/m.
How much albedo darkens when soaked (0…1).
Roughness of a soaked surface.
Saturation of soaked albedo (1 = unchanged).
Look of the four states. Plain JSON; every value is live through StateLook.uniforms.