Grond01_v
=========
  Textures:
    - SurfacePattern18

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 13, 37, 41, 89

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

  Color Registers:
    - 105, 153, 36, 100
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (13, 37, 41) to (105, 153, 36) using (vertex RGB))
         A = (lerp from 89 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))



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

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 6, 39, 48, 34

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

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

  Steps:
    1: RGB = (lerp from (6, 39, 48) to (194, 226, 238) using (vertex RGB))
         A = (lerp from 34 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:
    - 16, 63, 88, 36

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

  Color Registers:
    - 237, 234, 246, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (16, 63, 88) to (237, 234, 246) 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))



Rock03_v
========
  Textures:
    - RockPattern06
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 30, 41, 21, 36

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

  Color Registers:
    - 226, 246, 202, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (30, 41, 21) to (226, 246, 202) 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:
    - 45, 13, 21, 84

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

  Color Registers:
    - 481, 489, 420, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (45, 13, 21) to (481, 489, 420) using (vertex RGB))
         A = (lerp from 84 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))



SakuBLine01_v
=============
  Textures:
    - BarkPattern01
        Scale: 0.5, 0.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 60, 59, 43, 100

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

  Color Registers:
    - 242, 246, 242, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (60, 59, 43) to (242, 246, 242) using (vertex RGB))
         A = (lerp from 100 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))



SakuWEnd01_v
============
  Textures:
    - WoodEnd01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 24, 16, 27, 100

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 16, 27) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 100 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))



SakuWLine01_v
=============
  Textures:
    - Grain02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 29, 22, 15, 100

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

  Color Registers:
    - 218, 469, 258, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 22, 15) to (218, 469, 258) using (vertex RGB))
         A = (lerp from 100 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:
    - RockPattern18B

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 29, 18, 0, 84

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

  Color Registers:
    - 234, 194, 32, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 18, 0) to (234, 194, 32) using (vertex RGB))
         A = (lerp from 84 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))



SoilLayer02_v
=============
  Textures:
    - RockPattern18B

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 84

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

  Color Registers:
    - 230, 210, 173, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((230, 210, 173) * (vertex RGB))
         A = (lerp from 84 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))



SoilLayer03_v
=============
  Textures:
    - RockPattern06

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 29, 18, 0, 84

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

  Color Registers:
    - 226, 141, 12, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (29, 18, 0) to (226, 141, 12) using (vertex RGB))
         A = (lerp from 84 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))



Stone01_v
=========
  Textures:
    - SnowPattern00A
        Scale: 3, 3

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 33, 17, 0, 70

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

  Color Registers:
    - 149, 129, 84, -5
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (33, 17, 0) to (149, 129, 84) 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))
