FlowerSet:FlowerMat01_v
=======================
  Textures:
    - FlowerLeefS

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 18, 18, 18, 20

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

  Color Registers:
    - 157, 157, 157, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (18, 18, 18) to (157, 157, 157) 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:Plant01_v
===============================================
  Textures:
    - SurfacePattern18Yokobe

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 71, 46, 0, 24

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

  Color Registers:
    - 218, 153, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (71, 46, 0) to (218, 153, 60) using (vertex RGB))
         A = (lerp from 24 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:
    - RockPattern10WHT

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 19, 14, 0, 20

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

  Color Registers:
    - 133, 141, 137, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (19, 14, 0) to (133, 141, 137) 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))



Log_v
=====
  Textures:
    - Grain00
        Scale: 1.5, 0.2880859375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 15, 0, 79

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

  Color Registers:
    - 242, 198, 117, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 15, 0) to (242, 198, 117) using (vertex RGB))
         A = (lerp from 79 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))



WoodSide:LogA2:Green_v_x
========================
  Textures:
    - Turf

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 13, 0, 0

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

  Color Registers:
    - 36, 76, 28, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 13, 0) to (36, 76, 28) using (vertex RGB))
         A = (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))



WoodSide:LogA2:WoodCutSurface_v
===============================
  Textures:
    - Grain00
        Scale: 0.9912109375, 0.2490234375

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 14, 10, 0, 20

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

  Color Registers:
    - 165, 173, 141, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (14, 10, 0) to (165, 173, 141) 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

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 29, 24, 0, 12

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

  Color Registers:
    - 133, 101, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 24, 0) to (133, 101, 60) 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))



lambert10_v
===========
  Textures:
    - TurfEdge
        Scale: 0.2490234375, 1

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 23

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

  Color Registers:
    - 4, 44, 4, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((4, 44, 4) * (vertex RGB)), multiply by 4
         A = (lerp from 23 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = (tex #1 A)



lambert11_v
===========
  Textures:
    - RockPattern10WHT

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 23, 14, 20

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

  Color Registers:
    - 121, 137, 113, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 23, 14) to (121, 137, 113) 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))



lambert3SG1_v
=============
  Textures:
    - Turf

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 16

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

  Color Registers:
    - 4, 42, 4, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((4, 42, 4) * (vertex RGB)), multiply by 4
         A = (lerp from 16 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = 0



lambert4SG1_v
=============
  Textures:
    - PaintWood06
        Scale: 4.9609375, 3.2666015625

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 11, 18, 0, 25

  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 (11, 18, 0) to (121, 133, 125) using (vertex RGB))
         A = (lerp from 25 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:
    - DotNoise

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 20, 15, 0, 28

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

  Color Registers:
    - 145, 93, 8, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 15, 0) to (145, 93, 8) using (vertex RGB))
         A = (lerp from 28 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))
