Ground01_v
==========
  Textures:
    - RockPattern10
        Scale: 4, 4

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 49, 56, 34, 101

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

  Color Registers:
    - 184, 140, 16, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (49, 56, 34) to (184, 140, 16) using (vertex RGB))
         A = (lerp from 101 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))



Ground02_v
==========
  Textures:
    - SurfacePattern18Yokobe
        Scale: 3, 3

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 7, 44, 38, 11

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

  Color Registers:
    - 246, 242, 250, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (7, 44, 38) to (246, 242, 250) 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)
         A = ((vertex A) * (tex #1 A))



StoneBlock01_v
==============
  Textures:
    - RockPattern27
        Scale: 1.5, 1.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 64, 75, 69, 70

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

  Color Registers:
    - 184, 188, 208, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (64, 75, 69) to (184, 188, 208) 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))



StoneWall01_v
=============
  Textures:
    - RockPattern18a
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 39, 60, 57, 60

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

  Color Registers:
    - 237, 248, 232, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (39, 60, 57) to (237, 248, 232) using (vertex RGB))
         A = (lerp from 60 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))
