SoilLayer01_v
=============
  Textures:
    - RockPattern18

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 29, 18, 0, 103

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

  Color Registers:
    - 202, 153, 101, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 18, 0) to (202, 153, 101) 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:
    - RockPattern18B

  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))



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:
    - 109, 97, 28, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 18, 0) to (109, 97, 28) 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:
    - RockPattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 28, 20, 0, 70

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

  Color Registers:
    - 392, 376, 388, -77
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (28, 20, 0) to (392, 376, 388) using (vertex RGB))
         A = (lerp from 70 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))
