AttackRock:Stone01_v
====================
  Textures:
    - RockPattern10

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 13, 0, 25

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

  Color Registers:
    - 109, 113, 97, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 13, 0) to (109, 113, 97) 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))



AttackRock:Stone02_v
====================
  Textures:
    - SoilPattern04

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 13, 0, 25

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

  Color Registers:
    - 97, 68, 36, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 13, 0) to (97, 68, 36) 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))



lambert4_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, 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))



lambert5_v
==========
  Textures:
    - RockPattern10
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 4, 0, 20

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

  Color Registers:
    - 97, 109, 93, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 4, 0) to (97, 109, 93) 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))
