The HLSL/GLSL shaders usually don't have an ParameterIndex. They're using a ParameterName. So I would suggest a function like this:
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EntityCustomNamedParameter(#Entity, SubEntityIndex, ParameterName.s, Value1, Value2, Value3, Value4)
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EntityCustomNamedParameter(#Entity, SubEntityIndex, ParameterName.s, Value1, Value2, Value3, Value4)
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fragment_program_ref TextureModColor_PS
{
param_named_auto colorModulate custom 1
}