Unizo_Body_Mat
==============
  Textures:
    - Unizo_body_break

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 8, 0, 0, -90
    - 0, 0, 0, -80
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, divide by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -80, multiply by 2



Unizo_Eye_Mat
=============
  Textures:
    - Unizo_Eye.3

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 8, 0, 0, -90
    - 0, 0, 0, -80
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, divide by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -80, multiply by 2



Unizo_Body_Mat(2)
=================
  Textures:
    - Unizo_body_break

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 8, 0, 0, -90
    - 0, 0, 0, -80
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, divide by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -80, multiply by 2



Unizo_Body_Mat(3)
=================
  Textures:
    - Unizo_body_break

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 8, 0, 0, -90
    - 0, 0, 0, -80
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, divide by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -80, multiply by 2



Unizo_Body_Mat(4)
=================
  Textures:
    - Unizo_body_break

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 8, 0, 0, -90
    - 0, 0, 0, -80
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, divide by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -80, multiply by 2



Unizo_Body_Mat(5)
=================
  Textures:
    - Unizo_body_break

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 8, 0, 0, -90
    - 0, 0, 0, -80
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, divide by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -80, multiply by 2



Unizo_Eye_Mat(2)
================
  Textures:
    - Unizo_Eye.3

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 8, 0, 0, -90
    - 0, 0, 0, -80
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, divide by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -80, multiply by 2



Unizo_Body_Mat(6)
=================
  Textures:
    - Unizo_body_break

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 8, 0, 0, -90
    - 0, 0, 0, -80
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (8, 0, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -90, divide by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -80, multiply by 2
