YoshiBoxBreakPlanet_a08:Plant01_v
=================================
  Textures:
    - PlantColor01
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 16, 12, 0, 69

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

  Color Registers:
    - 153, 238, 84, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 12, 0) to (153, 238, 84) using (vertex RGB))
         A = (lerp from 69 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))



YoshiBoxBreakPlanet_a08:Stone01_v
=================================
  Textures:
    - SoilPattern05
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 51, 30, 0, 69

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

  Color Registers:
    - 226, 238, 194, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (51, 30, 0) to (226, 238, 194) using (vertex RGB))
         A = (lerp from 69 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))



lambert2SG1_v
=============
  Textures:
    - SoilPattern04
        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:
    - 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 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:
    - SoilLayer04
        Scale: 1.5, 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:
    - 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 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))



lambert8_v
==========
  Textures:
    - Glow00
    - Metal02
        Scale: 0.5, 0.5
    - SunEnv00

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 246, 32, 20, 255
    - 238, 84, 60, 255

  Steps:
    1: RGB = (lerp from (246, 32, 20) to (238, 84, 60) using (tex #1 RGB)), then add (vertex RGB), subtract 127
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((tex #3 RGB) * (vertex RGB)), then add (prev. RGB), subtract 127
         A = (vertex A)



lambert9_v
==========
  Textures:
    - Lattice00
        Scale: 3, 3
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 40, 13, 0, 9

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

  Color Registers:
    - 80, 80, 80, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (40, 13, 0) to (80, 80, 80) using (vertex RGB))
         A = (lerp from 9 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))
