GrassandStone:YoshiBoxBreakPlanet_a08:Plant01_v
===============================================
  Textures:
    - PlantColor01

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 25, 43, 0, 16

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

  Color Registers:
    - 133, 173, 48, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (25, 43, 0) to (133, 173, 48) using (vertex RGB))
         A = (lerp from 16 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))



GrassandStone:YoshiBoxBreakPlanet_a08:Stone01_v
===============================================
  Textures:
    - RockPattern10WHT
        Scale: 6, 6

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 23, 19, 0, 17

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

  Color Registers:
    - 234, 238, 218, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (23, 19, 0) to (234, 238, 218) using (vertex RGB))
         A = (lerp from 17 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))



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

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 8, 0, 0, 69

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

  Color Registers:
    - 153, 169, 20, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (8, 0, 0) to (153, 169, 20) 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), multiply by 2
         A = ((vertex A) * (tex #1 A))



Saku:SakuBLine01_v
==================
  Textures:
    - BarkPattern01

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 13, 34, 0, 17

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

  Color Registers:
    - 218, 234, -5, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (13, 34, 0) to (218, 234, -5) using (vertex RGB))
         A = (lerp from 17 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))



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

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 61, 38, 0, 69

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

  Color Registers:
    - 238, 226, -5, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (61, 38, 0) to (238, 226, -5) 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))



lambert2_v
==========
  Textures:
    - RockPattern10WHT
        Scale: 6, 6

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 32, 52, 27, 33

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

  Color Registers:
    - 234, 238, 218, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (32, 52, 27) to (234, 238, 218) using (vertex RGB))
         A = (lerp from 33 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))



lambert3_v
==========
  Textures:
    - SoilPattern04
        Scale: 2, 2

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 37, 88, 0, 9

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

  Color Registers:
    - 202, 234, 84, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (37, 88, 0) to (202, 234, 84) 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)
         A = ((vertex A) * (tex #1 A))



lambert4_v
==========
  Textures:
    - SurfacePattern18Yokobe
        Scale: 6, 6

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 12, 0, 17

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

  Color Registers:
    - 52, 133, 4, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 12, 0) to (52, 133, 4) using (vertex RGB))
         A = (lerp from 17 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:
    - SoilLayer04
        Scale: 10, 1.3232421875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 44, 67, 0, 26

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

  Color Registers:
    - 105, 125, 84, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (44, 67, 0) to (105, 125, 84) using (vertex RGB))
         A = (lerp from 26 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:
    - DotNoise
        Scale: 6, 6

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 19, 101, 14

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

  Color Registers:
    - 16, 133, 242, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 19, 101) to (16, 133, 242) using (vertex RGB))
         A = (lerp from 14 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))



lambert9_v
==========
  Textures:
    - DotNoise
        Scale: 6, 6

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 44, 0, 4, 11

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

  Color Registers:
    - 246, 44, 12, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (44, 0, 4) to (246, 44, 12) using (vertex RGB))
         A = (lerp from 11 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))
