Bone01_v
========
  Textures:
    - RockPattern02
        Scale: 0.5, 0.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 26, 26, 0, 72

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

  Color Registers:
    - 145, 145, 129, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (26, 26, 0) to (145, 145, 129) using (vertex RGB))
         A = (lerp from 72 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))



Grond01_v
=========
  Textures:
    - SurfacePattern18a
        Scale: 1.5, 1.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 63, 51, 34, 103

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

  Color Registers:
    - 238, 254, 4, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (63, 51, 34) to (238, 254, 4) using (vertex RGB))
         A = (lerp from 103 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))



Plant01_v
=========
  Textures:
    - PlantColor01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 147, 0, 77

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

  Color Registers:
    - 234, 202, 20, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 147, 0) to (234, 202, 20) using (vertex RGB))
         A = (lerp from 77 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))



Road01_v
========
  Textures:
    - RockPattern23
        Scale: 0.800000011920929, 0.800000011920929

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 32, 40, 23, 40

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

  Color Registers:
    - 198, 161, 89, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (32, 40, 23) to (198, 161, 89) using (vertex RGB))
         A = (lerp from 40 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))



Rock01_v
========
  Textures:
    - RockPattern27

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 46, 43, 36

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

  Color Registers:
    - 198, 198, 194, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 46, 43) to (198, 198, 194) using (vertex RGB))
         A = (lerp from 36 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))



Rock02_v
========
  Textures:
    - RockPattern27

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 46, 43, 36

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

  Color Registers:
    - 173, 186, 190, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 46, 43) to (173, 186, 190) using (vertex RGB))
         A = (lerp from 36 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))



Rope01_v
========
  Textures:
    - Rope01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 7, 13, 23, 36

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

  Color Registers:
    - 172, 140, 140, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 13, 23) to (172, 140, 140) using (vertex RGB))
         A = (lerp from 36 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))



SoilLayer01_v
=============
  Textures:
    - RockPattern18BNoizeMip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 29, 18, 0, 103

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

  Color Registers:
    - 234, 202, 20, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 18, 0) to (234, 202, 20) using (vertex RGB))
         A = (lerp from 103 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))



SoilLayer02_v
=============
  Textures:
    - RockPattern18BNoizeMip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 29, 18, 0, 103

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

  Color Registers:
    - -85, -110, -239, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 18, 0) to (-85, -110, -239) using (vertex RGB))
         A = (lerp from 103 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))



SoilLayer03_v
=============
  Textures:
    - RockPattern18BNoizeMip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 29, 18, 0, 103

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

  Color Registers:
    - -118, -114, -251, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 18, 0) to (-118, -114, -251) using (vertex RGB))
         A = (lerp from 103 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))



Stone01_v
=========
  Textures:
    - RockPattern23
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 21, 26, 12, 78

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

  Color Registers:
    - 133, 141, 157, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (21, 26, 12) to (133, 141, 157) using (vertex RGB))
         A = (lerp from 78 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))
