pattern_textures = {
	name = "diamond_chesterfield"
	colormask	= "gfx/portraits/accessory_variations/textures/smc_diamond_chesterfield_masks.dds"
	normal		= "gfx/portraits/accessory_variations/textures/smc_diamond_chesterfield_normal.dds"
	properties	= "gfx/portraits/accessory_variations/textures/smc_diamond_chesterfield_properties.dds"
}

variation = {
	name = "smc_alicent_dress_01" #Alicent Dress 01

	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	pattern = {
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "diamond_chesterfield"		layout = "western_silk_brocade_01_layout" }
		g = { textures = "western_linen_plain_01"	 	layout = "plain_fabric_layout" }
		b = { textures = "western_linen_plain_01" 		layout = "plain_fabric_layout" }
		a = { textures = "western_silk_plain_01"		layout = "plain_fabric_layout" }
	}
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/smc_alicent_dress_01.dds" }
}

variation = {
	name = "smc_alicent_dress_02" #Alicent Dress 01

	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	pattern = {
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "diamond_chesterfield"		layout = "western_silk_brocade_01_layout" }
		g = { textures = "western_linen_plain_01"	 	layout = "plain_fabric_layout" }
		b = { textures = "western_linen_plain_01" 		layout = "plain_fabric_layout" }
		a = { textures = "western_silk_plain_01"		layout = "plain_fabric_layout" }
	}
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/smc_alicent_dress_02.dds" }
}

variation = {
	name = "smc_alicent_dress_01_dark" #Alicent Dress 01 - Dark

	# patterns are sampled using UV-set 2
	# uv-coordinates will be modified with scale, rotation, and offset before the texture is sampled
	# If more than one pattern_layout is provided one will be chosen at random (uniformly, no weights)
	pattern = {
		weight = 1
		#r,g,b,a here refers to the channels in the pattern_mask scripted in the entity
		r = { textures = "diamond_chesterfield"		layout = "western_silk_brocade_01_layout" }
		g = { textures = "western_linen_plain_01"	 	layout = "plain_fabric_layout" }
		b = { textures = "western_linen_plain_01" 		layout = "plain_fabric_layout" }
		a = { textures = "western_silk_plain_01"		layout = "plain_fabric_layout" }
	}
	# Color palette textures are 16-wide and N-high.
	# Shaders will chose a row in the texture at random, and each column will be sampled once.
	# First column will be masked by the red channel in the masks, second by the green, etc.
	# If more than one color palette texture is provided one will be chosen at random (uniformly, no weights)
	color_palette = { weight = 1		texture = "gfx/portraits/accessory_variations/textures/smc_alicent_dress_01_dark.dds" }
}