Metal_00_v
==========
  Textures:
    - WoodWhite00

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 8, 0, 0, 60

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 113, 105, 105, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (8, 0, 0) to (113, 105, 105) using (vertex RGB)), multiply by 2
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Metal_01_v
==========
  Textures:
    - WoodWhite00

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 0, 0, 0, 60

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 80, 68, 84, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((80, 68, 84) * (vertex RGB)), multiply by 2
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



RedBlueTurnBlockMat01_v
=======================
  Textures:
    - ChafeMetal
        Offset: 0.7421875, -1.07421875
    - Env_Glow00_64
        Offset: -0.1220703125, 0.33203125
        Center: 1, 1

  Ambient Colors:
    - 64, 64, 64, 128

  Constant Colors:
    - 68, 78, 87, 0

  Color Registers:
    - 12, 16, 28, 101
    - 16, 28, 36, 368

  Steps:
    1: RGB = (lerp from (68, 78, 87) to (tex #2 RGB) using (vertex RGB))
         A = (vertex A), multiply by 4
    2: RGB = ((vertex RGB) * (tex #1 RGB)), then add (prev. RGB)
         A = 0, then add (prev. A)
