SWGripMSBMAT
============
  Textures:
    - SWgripBMS
        Offset: -0.5, 1
        Scale: 0.5, 0.10000000149011612
    - toonICE

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 160, 32, 255
    - 96, 255, 255, 255

  Color Registers:
    - 128, 128, 128, 255
    - 15, 15, 50, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #2 RGB))
         A = (tex #2 A)
    2: RGB = ((15, 15, 50) * (prev. RGB))
         A = (tex #1 A), then add (prev. A)
    3: RGB = ((96, 96, 96) * (prev. A)), then add (prev. RGB)
         A = (prev. A)



SwGripMSAMAT
============
  Textures:
    - SWgripAMSCI4
    - toonEX

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 160, 90, 0, 255

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

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #2 RGB))
         A = 0
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = (tex #1 A)
    3: RGB = ((160, 90, 0) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



SwMSAMAT
========
  Textures:
    - SWMSA
    - toonEX

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 160, 90, 0, 255

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

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #2 RGB))
         A = 0
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = (tex #1 A)
    3: RGB = ((160, 90, 0) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



SwMSBMAT
========
  Textures:
    - SWMSBS3TC
        Offset: 0, -1.5
        Scale: 1, 5
    - toonEX

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 160, 90, 0, 255

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

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #2 RGB))
         A = 0
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = (tex #1 A)
    3: RGB = ((160, 90, 0) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



SwMSCMAT
========
  Textures:
    - SWMSA

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 255, 255, 255, 0

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0
