GrassandStone:YoshiBoxBreakPlanet_a08:Plant01_v
===============================================
  Textures:
    - PlantColor01

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 24, 0, 11

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 133, 169, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (133, 169, 60) using (vertex RGB))
         A = (lerp from 11 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



GrassandStone:YoshiBoxBreakPlanet_a08:Stone01_v
===============================================
  Textures:
    - RockPattern02

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 8, 22, 3, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 149, 165, 161, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (8, 22, 3) to (149, 165, 161) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert1
========
  Textures:

  Ambient Colors:
    - 128, 128, 128, 128

  Material Colors:
    - 102, 102, 102, 255
    - 102, 102, 102, 255

  Steps:
    1: RGB = (vertex RGB)
         A = (vertex A)



lambert10_v
===========
  Textures:
    - SoilLayer04
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 24, 0, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 194, 198, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (194, 198, 60) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert12_v
===========
  Textures:
    - PaintWood06
        Scale: 3.017578125, 2
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 19, 16, 12

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 64, 113, 165, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 19, 16) to (64, 113, 165) using (vertex RGB))
         A = (lerp from 12 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert13_v
===========
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 25, 42, 22, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 250, 226, 169, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (25, 42, 22) to (250, 226, 169) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert14_v
===========
  Textures:
    - PaintWood06
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 12, 10, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 16, 56, 89, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 12, 10) to (16, 56, 89) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert15_v
===========
  Textures:
    - PaintWood06
        Scale: 0.576171875, 0.576171875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 68, 62, 53, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 121, 133, 125, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (68, 62, 53) to (121, 133, 125) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert16_v_x
=============
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 24, 0, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 12, 84, 0, -640
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 24, 0) to (12, 84, 0) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



lambert17_v_x
=============
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 24, 0, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 0, 28, 56, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 24, 0) to (0, 28, 56) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



lambert1_v
==========
  Textures:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 133, 133, 133, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((133, 133, 133) * (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert2SG1_v
=============
  Textures:
    - SurfacePattern18Yokobe
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 24, 0, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 133, 143, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (133, 143, 60) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



lambert7SG1_v
=============
  Textures:
    - PaintWood06

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 31, 16, 20

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 165, 190, 198, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 31, 16) to (165, 190, 198) using (vertex RGB))
         A = (lerp from 20 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



zSoil_v
=======
  Textures:
    - SoilPattern04
        Scale: 6.11328125, 5.1220703125

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 22, 10, 0, 13

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 165, 161, 89, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (22, 10, 0) to (165, 161, 89) using (vertex RGB))
         A = (lerp from 13 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



zSoil_v_x
=========
  Textures:
    - SoilPattern04

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 24, 0, 11

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 169, 129, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (169, 129, 60) using (vertex RGB))
         A = (lerp from 11 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))
