public override void Serialize(BinaryWriter output)
{
base.Serialize(output);
WriteString(output, this._DiffuseTexture);
WriteString(output, this._NormalTexture);
WriteString(output, this._SmoothSpecTexture);
WriteString(output, this._GreyscaleTexture);
WriteString(output, this._EnvmapTexture);
WriteString(output, this._GlowTexture);
WriteString(output, this._InnerLayerTexture);
WriteString(output, this._WrinklesTexture);
WriteString(output, this._DisplacementTexture);
output.Write(this._EnableEditorAlphaRef);
output.Write(this._RimLighting);
output.Write(this._RimPower);
output.Write(this._BackLightPower);
output.Write(this._SubsurfaceLighting);
output.Write(this._SubsurfaceLightingRolloff);
output.Write(this._SpecularEnabled);
Color.FromUInt32(this._SpecularColor).Write(output);
output.Write(this._SpecularMult);
output.Write(this._Smoothness);
output.Write(this._FresnelPower);
output.Write(this._WetnessControlSpecScale);
output.Write(this._WetnessControlSpecPowerScale);
output.Write(this._WetnessControlSpecMinvar);
output.Write(this._WetnessControlEnvMapScale);
output.Write(this._WetnessControlFresnelPower);
output.Write(this._WetnessControlMetalness);
WriteString(output, this._RootMaterialPath);
output.Write(this._AnisoLighting);
output.Write(this._EmitEnabled);
if (this._EmitEnabled)
Color.FromUInt32(this._EmittanceColor).Write(output);
output.Write(this._EmittanceMult);
output.Write(this._ModelSpaceNormals);
output.Write(this._ExternalEmittance);
output.Write(this._BackLighting);
output.Write(this._ReceiveShadows);
output.Write(this._HideSecret);
output.Write(this._CastShadows);
output.Write(this._DissolveFade);
output.Write(this._AssumeShadowmask);
output.Write(this._Glowmap);
output.Write(this._EnvironmentMappingWindow);
output.Write(this._EnvironmentMappingEye);
output.Write(this._Hair);
Color.FromUInt32(this._HairTintColor).Write(output);
output.Write(this._Tree);
output.Write(this._Facegen);
output.Write(this._SkinTint);
output.Write(this._Tessellate);
output.Write(this._DisplacementTextureBias);
output.Write(this._DisplacementTextureScale);
output.Write(this._TessellationPNScale);
output.Write(this._TessellationBaseFactor);
output.Write(this._TessellationFadeDistance);
output.Write(this._GrayscaleToPaletteScale);
if (this.Version >= 1)
output.Write(this._SkewSpecularAlpha);
}