TreasureBoxGoldIn_Mat_v
=======================
  Textures:
    - TreasureBoxGold

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 12, -69, -73, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (12, -69, -73)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



TreasureBoxGoldMt_Mat_v
=======================
  Textures:
    - TreasureBoxGold
    - EnvMetal01
        Offset: 0.205078125, 0.2490234375
        Scale: 1.03515625, 1.03515625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -7, -5, -73, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-7, -5, -73)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
    3: RGB = (vertex RGB), then add (prev. RGB)
         A = (prev. A)



TreasureBoxGold_Mat_v
=====================
  Textures:
    - TreasureBoxGold
    - EnvMetal02
        Offset: 0.537109375, 0
        Scale: 0.8251953125, 0.8251953125
    - TreasureBoxGold_ind

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, -75, -89
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-10, -10, -75)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -89, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



TreasureBoxGoldMt_Mat_v(2)
==========================
  Textures:
    - TreasureBoxGold
    - EnvMetal02
        Offset: 0.5, 0.8999999761581421
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -25, -29, -73, -138
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -29, -73)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -138, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -138, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



TreasureBoxGoldMt_Mat_v(3)
==========================
  Textures:
    - TreasureBoxGold
    - EnvMetal02
        Offset: 0.5, 0.8999999761581421
        Scale: 1.5, 1.5

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -25, -29, -73, -138
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-25, -29, -73)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -138, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -138, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



TreasureBoxGoldIn_Mat_v(2)
==========================
  Textures:
    - TreasureBoxGold

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - 12, -63, -73, -98
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (12, -63, -73)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -98, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -98, multiply by 2



TreasureBoxGoldMt_Mat_v(4)
==========================
  Textures:
    - TreasureBoxGold
    - EnvMetal01
        Offset: 0.205078125, 0.2490234375
        Scale: 1.03515625, 1.03515625

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -27, -25, -73, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-27, -25, -73)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
    3: RGB = (vertex RGB), then add (prev. RGB)
         A = (prev. A)



TreasureBoxGold_Mat_v(2)
========================
  Textures:
    - TreasureBoxGold
    - EnvMetal02
        Offset: 2.5999999046325684, 3.5
        Scale: 0.8251953125, 0.8251953125
    - TreasureBoxGold_ind

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -10, -10, -73, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-10, -10, -73)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



TreasureBoxGold_Mat_v(3)
========================
  Textures:
    - TreasureBoxGold
    - EnvMetal01
        Offset: 0.9521484375, 0.703125
        Scale: -0.7861328125, -0.576171875

  Ambient Colors:
    - 128, 128, 128, 128

  Color Registers:
    - -41, -41, -73, -85
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-41, -41, -73)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -85, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -85, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)
