GrassandStone:YoshiBoxBreakPlanet_a08:Plant01_v
===============================================
  Textures:
    - SurfacePattern18Yokobe

  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, 182, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (133, 182, 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))



GrassandStone:YoshiBoxBreakPlanet_a08:Stone01_v
===============================================
  Textures:
    - RockPattern27yokobe

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 14, 22, 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 = (lerp from (14, 22, 0) to (133, 133, 133) 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))



lambert10_v
===========
  Textures:
    - PaintWood06
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 40, 0, 0, 20

  Material Colors:
    - 203, 203, 203, 120
    - 203, 203, 203, 120

  Color Registers:
    - 250, 24, 16, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (40, 0, 0) to (250, 24, 16) 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))



lambert11_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:
    - 133, 149, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 24, 0) to (133, 149, 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))



lambert1_v
==========
  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)



lambert2_v
==========
  Textures:
    - SurfacePattern18Yokobe
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 6, 0, 29

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

  Color Registers:
    - 113, 117, 28, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 6, 0) to (113, 117, 28) using (vertex RGB))
         A = (lerp from 29 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))



lambert3_v
==========
  Textures:
    - SoilPattern01
        Offset: -0.37109375, 0.2880859375
        Scale: 2.5, 2.5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 35, 26, 0, 20

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

  Color Registers:
    - 250, 238, 121, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (35, 26, 0) to (250, 238, 121) 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))



lambert4_v
==========
  Textures:
    - SoilLayer04Mip

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 17, 10, 0, 20

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

  Color Registers:
    - 178, 173, 28, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (17, 10, 0) to (178, 173, 28) 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))



lambert6_v
==========
  Textures:
    - PaintWood06

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 49, 57, 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, 49, 57) 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))



lambert7_v
==========
  Textures:
    - PeanutMud
        Scale: 2, 2
    - IndBend_LiquidSS
        Offset: 0, 0.2815000116825104
        Scale: 1, -0.302734375
    - PeanutMudHiLight

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 45, 89, 96, 11
    - 130, 115, 53, 255

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

  Color Registers:
    - 161, 133, 121, 0
    - -5, -53, 0, 368

  Steps:
    1: RGB = (lerp from (45, 89, 96) to (161, 133, 121) 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)
         A = ((vertex A) * (tex #1 A))
    3: RGB = ((130, 115, 53) * (tex #3 RGB)), then add (prev. RGB), multiply by 2
         A = (vertex A)



lambert8_v
==========
  Textures:
    - Grain00
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 18, 0, 0, 55

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

  Color Registers:
    - 190, 40, 8, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (18, 0, 0) to (190, 40, 8) using (vertex RGB))
         A = (lerp from 55 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))



lambert9_v
==========
  Textures:
    - RockPattern27yokobe
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 42, 0, 20

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

  Color Registers:
    - 84, 101, 97, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 42, 0) to (84, 101, 97) 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))
