CloudValleyBark_00_v
====================
  Textures:
    - TreeD64

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 61, 61, 61, 60

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

  Color Registers:
    - 40, 40, 40, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((vertex RGB) * (tex #1 RGB)), then add (61, 61, 61)
         A = 0



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))



CloudValleyLattice_00_v
=======================
  Textures:
    - Lattice01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 60

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

  Color Registers:
    - 48, 93, 48, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = 0, then add (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



CloudValleyLotus_00_v
=====================
  Textures:
    - Lotus_02
        Offset: 0.029494402930140495, -0.029494402930140495

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 59, 45, 0

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

  Color Registers:
    - 186, 255, 52, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 59, 45) to (186, 255, 52) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



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_01_v
=====================
  Textures:
    - Pattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 25, 25, 0, 25

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

  Color Registers:
    - 48, 48, 48, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (25, 25, 0) to (tex #1 RGB) using (vertex RGB)), multiply by 2
         A = (lerp from 25 to 0 using (vertex A)), multiply by 2



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_03_v
=====================
  Textures:
    - WaterWave
        Offset: 0.9729999899864197, 0
        Scale: 0.30000001192092896, 0.30000001192092896
        Rotation: -0.33338419751579335
    - StoneFloor11_3
        Scale: 0.699999988079071, 0.699999988079071
        Rotation: 0.16666158024842068

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 64, 78, 255
    - 0, 0, 0, 255

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

  Color Registers:
    - 0, 0, 0, 260
    - 4, -308, -862, 255

  Steps:
    1: RGB = (lerp from (0, 64, 78) to (tex #2 RGB) using (vertex RGB))
         A = ((vertex A) * (tex #2 A))



CloudValleyStone_04_v
=====================
  Textures:
    - RockPattern18_2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 26, 24, 31, 0

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

  Color Registers:
    - 150, 60, 60, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (26, 24, 31) to (150, 60, 60) 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))



CloudValleyStone_06_v
=====================
  Textures:
    - StoneFloor11_2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 60

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

  Color Registers:
    - 12, 12, 12, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (12, 12, 12)
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2



CloudValleyStone_07_v
=====================
  Textures:
    - RengaHalf02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 24, 31, 60

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

  Color Registers:
    - 140, 140, 140, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 24, 31) to (140, 140, 140) 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))



CloudValleyWater_00_v
=====================
  Textures:
    - WaterWave
        Offset: 0.9729999899864197, 0.9729999899864197
        Center: 1, 1
        Scale: 0.10000000149011612, 0.10000000149011612
        Rotation: 0.499984740745262
    - WaterWave
        Offset: 0, 0.9729999899864197
        Scale: 0.30000001192092896, 0.30000001192092896

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 255

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

  Color Registers:
    - -6, 97, 64, 260
    - 400, -259, -862, 255

  Steps:
    1: RGB = (tex #1 RGB)
         A = ((vertex A) * (tex #1 A))
    2: RGB = (255, 255, 255)
         A = ((prev. A) * (tex #2 A)), multiply by 4



LeafC_v
=======
  Textures:
    - LawnPattern06_half
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 59, 0, 0

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

  Color Registers:
    - 133, 173, 44, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 59, 0) to (133, 173, 44) 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))



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))



Shadow02_v
==========
  Textures:
    - Lotus_02
        Offset: 0.029494402930140495, -0.029494402930140495

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 154, 164, 255, 0

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

  Color Registers:
    - 186, 255, 52, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (154, 164, 255) to (186, 255, 52) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



c_EdgeMat_v_x
=============
  Textures:
    - WaterWave
        Offset: -0.9729999899864197, -0.9729999899864197
        Rotation: 1
    - WaterWave
        Offset: 2.9189999103546143, 2.9189999103546143

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 150, 150, 150, 0
    - 0, 0, 0, 255

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

  Color Registers:
    - 28, 28, 28, 48
    - 4, -308, -862, 255

  Steps:
    1: RGB = ((150, 150, 150) * (tex #1 RGB)), multiply by 4
         A = ((vertex A) * (tex #1 A)), multiply by 4
