"EyeRefract"
{
	"$Iris"               "models/B_CANSIN\TikaL/pupil"			  // Iris color in RGB with cornea noise in A
	"$AmbientOcclTexture" "models\B_CANSIN\Tikal/pupil"				  // Ambient occlusion in RGB, A unused
	"$Envmap"             "models/player/shared/eye-reflection-cubemap-"  // Reflection environment map
	"$CorneaTexture"      "models/player/shared/eye-cornea"               // Special texture that has 2D cornea normal in RG and other data in BA
	"$lightwarptexture"   "models/player/shared/eye_lightwarp"        	      // This enables TF NPR lighting

	"$EyeballRadius" "0.7"				// Default 0.5
	"$AmbientOcclColor" "[1.0 1.0 1.0]"	// Default 0.33, 0.33, 0.33
	"$Dilation" "0.5"					// Default 0.5
	"$ParallaxStrength" "0.25"          // Default 0.25
	"$CorneaBumpStrength" "1.0"			// Default 1.0

	"$halflambert" "1"
	"$nodecal" "1"

	// These effects are only available in ps.2.0b and later
	"$RaytraceSphere" "0"				// Default 1 - Enables raytracing in the pixel shader to make the eyeball look round
	"$SphereTexkillCombo" "0"			// Default 1 - Enables killing pixels that don't ray-intersect the sphere

	// DX8 ps.1.1 fallbacks, original HL2 eyes
	"Eyes_dx8"
	{
		"$basetexture"	"models/player/shared/dxlevel80/eyeball_r"
		"$iris"         "models/player/shared/dxlevel80/iris_blue_r"
	}

	// Cloaking
	"$cloakPassEnabled" "1"
	"Proxies"
	{
		"spy_invis"
		{
		}
	}
}
