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

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 8, 0, 58

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

  Color Registers:
    - 210, 218, 0, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 8, 0) to (210, 218, 0) using (vertex RGB))
         A = (lerp from 58 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))



GrassandStone:YoshiBoxBreakPlanet_a08:Stone01_v
===============================================
  Textures:
    - RockPattern10WHT
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 32, 19, 0, 45

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

  Color Registers:
    - 161, 173, 141, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (32, 19, 0) to (161, 173, 141) using (vertex RGB))
         A = (lerp from 45 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:
    - LawnPattern06MipG
        Scale: 10, 6.81640625

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 8, 0, 58

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

  Color Registers:
    - 210, 218, 0, -53
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 8, 0) to (210, 218, 0) using (vertex RGB))
         A = (lerp from 58 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:
    - RockPattern10WHT
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 25, 27, 0, 25

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

  Color Registers:
    - 222, 218, 194, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (25, 27, 0) to (222, 218, 194) 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)
         A = ((vertex A) * (tex #1 A))



lambert5_v
==========
  Textures:
    - SoilPattern02
        Scale: 2.8076171875, 2.8076171875

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 7, 10, 0, 8

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

  Color Registers:
    - 246, 242, 194, 0
    - -5, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 10, 0) to (246, 242, 194) using (vertex RGB))
         A = (lerp from 8 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))



lambert6
========
  Textures:
    - WaterWave
        Offset: 0.9830000400543213, 0.9830000400543213
        Rotation: 0.499984740745262
    - WaterWave
        Offset: 0, 0.9830000400543213
        Scale: 1.100000023841858, 1.100000023841858

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 0, 0, 0, 255

  Material Colors:
    - 204, 204, 204, 255
    - 204, 204, 204, 255

  Color Registers:
    - -6, -6, -6, 260
    - 4, -308, -862, 255

  Steps:
    1: RGB = (tex #1 RGB)
         A = ((vertex A) * (tex #1 A))
    2: RGB = (255, 255, 255)
         A = ((prev. A) * (tex #2 A)), multiply by 4



lambert8_v
==========
  Textures:
    - RockPattern02
        Scale: 3, 0.2490234375
        Rotation: 0.249977111117893

  Ambient Colors:
    - 128, 128, 128, 128

  Constant Colors:
    - 30, 28, 0, 55

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

  Color Registers:
    - 165, 210, 206, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (30, 28, 0) to (165, 210, 206) using (vertex RGB))
         A = (lerp from 55 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))
