PlanetEdgeMat_v_x
=================
  Textures:

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 170, 224, 255, 255

  Steps:
    1: RGB = -1 * (vertex RGB), then add (170, 224, 255), add 127, multiply by 2
         A = (vertex A)



PlanetMat_v
===========
  Textures:
    - W1SkyOrbitPlanetCloud
        Offset: 0.08500000089406967, 0
        Scale: 0.30000001192092896, 0.30000001192092896
    - W1SkyOrbitSunRef
        Offset: 0, 0.11999999731779099
        Scale: 1, 0.25

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 66, 125, 157, 255
    - 190, 149, 0, 255

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

  Color Registers:
    - 195, 240, 240, 255
    - 252, 255, 255, 255
    - 20, -29, -131, 255

  Steps:
    1: RGB = (lerp from (66, 125, 157) to (195, 240, 240) using (tex #1 RGB)), then add (vertex RGB), subtract 127, multiply by 2
         A = (vertex A)
    2: RGB = ((190, 149, 0) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



UniverseMat_v
=============
  Textures:
    - BeyondTitleCloud
        Offset: 0.1315000057220459, 0
    - W1SkyFarCloud
        Offset: 0.1367129385471344, -0.8999999761581421
        Center: 0.5, 0.25

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 19, 40, 0, 255
    - 43, 95, 224, 255

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

  Color Registers:
    - 89, 77, 48, 255
    - 354, 255, 255, 255

  Steps:
    1: RGB = (lerp from (19, 40, 0) to (89, 77, 48) using (tex #1 RGB)), multiply by 2
         A = ((tex #1 A) * (vertex A)), multiply by 2
    2: RGB = (lerp from (tex #2 RGB) to (prev. RGB) using (prev. A)), then add (43, 95, 224)
         A = (vertex A)
