SC_inside
=========
  Textures:
    - V_bin_spc
        Offset: 5, 1
        Rotation: 0.08331553086947234
    - toon_bin

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 160, 32, 255
    - 60, 255, 255, 255

  Color Registers:
    - 128, 128, 128, 255
    - 150, 240, 225, 100

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #2 RGB))
         A = (tex #2 A)
    2: RGB = ((150, 240, 225) * (prev. RGB))
         A = (tex #1 A), then add (prev. A)
    3: RGB = ((60, 60, 60) * (prev. A)), then add (prev. RGB)
         A = (lerp from 100 to 255 using (prev. A))



SC_outside
==========
  Textures:
    - V_bin_spc
    - V_bin_spc
        Offset: 5, 1
        Rotation: 0.08331553086947234
    - toon_bin

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 160, 32, 255
    - 60, 90, 255, 255

  Color Registers:
    - 128, 128, 128, 255
    - 150, 240, 225, 100

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #3 RGB))
         A = (tex #3 A)
    2: RGB = ((150, 240, 225) * (prev. RGB))
         A = (lerp from (prev. A) to (tex #2 A) using 90)
    3: RGB = ((60, 60, 60) * (tex #1 RGB)), then add (prev. RGB)
         A = (lerp from 100 to 255 using (tex #1 A)), then add (prev. A)



bin_cap
=======
  Textures:
    - V_binR
    - ZAtoon

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 160, 90, 0, 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)



hotaru
======
  Textures:
    - V_bin_hotaru

  Ambient Colors:
    - 50, 50, 50, 50

  Color Registers:
    - 255, 100, 0, 255

  Steps:
    1: RGB = (lerp from (255, 100, 0) to (255, 255, 255) using (tex #1 RGB)), then add (255, 100, 0), multiply by 2
         A = (tex #1 A)
