CloudValleyBark_01_v
====================
  Textures:
    - Bark05

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 53, 53, 0, 0

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

  Color Registers:
    - 218, 206, 161, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (53, 53, 0) to (218, 206, 161) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



CloudValleyLawn_00_v
====================
  Textures:
    - SurfacePattern18
        Scale: 0.699999988079071, 0.699999988079071

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 45, 0, 80

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

  Color Registers:
    - 160, 160, 160, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 45, 0) to (160, 160, 160) using (vertex RGB))
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



CloudValleyLawn_01_v
====================
  Textures:
    - SurfacePattern18
        Scale: 0.699999988079071, 0.699999988079071

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 45, 0, 80

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

  Color Registers:
    - 160, 160, 160, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 45, 0) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2



CloudValleyMetal_00_v
=====================
  Textures:
    - BlackBody
    - Env4
        Offset: 0.908203125, -0.2490234375
        Scale: -0.869140625, 0.9912109375
        Rotation: 0.9628894924771874
    - Metal02

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - -5, -9, -13, -20
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-5, -9, -13), multiply by 2
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -20, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -20, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



CloudValleyStone_00_v
=====================
  Textures:
    - SoilPattern04

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 30, 34, 0, 60

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

  Color Registers:
    - 170, 170, 120, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (30, 34, 0) to (170, 170, 120) using (vertex RGB))
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



CloudValleyStone_02_v
=====================
  Textures:
    - RockPattern10Mkip3
        Scale: 3, 3
        Rotation: 0.3888668477431562

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 34, 27, 0

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

  Color Registers:
    - 173, 169, 161, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 34, 27) to (173, 169, 161) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



CloudValleyStone_05_v
=====================
  Textures:
    - SnowPattern05
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 25, 30, 25

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

  Color Registers:
    - 180, 180, 180, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 25, 30) to (180, 180, 180) using (vertex RGB))
         A = (lerp from 25 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A), multiply by 2
         A = ((vertex A) * (tex #1 A))



Shadow01_v
==========
  Textures:
    - KL2Shadow01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 24, 29, 0, 180

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (24, 29, 0) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (24, 29, 0)
         A = ((vertex A) * (tex #1 A))
