BaseStone_01_v
==============
  Textures:
    - RengaHalf

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 26, 24, 31, 60

  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 = (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))



BaseStone_02_v
==============
  Textures:
    - StoneFloor11
        Scale: 3, 3

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 32, 32, 60

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

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

  Steps:
    1: RGB = (lerp from (0, 32, 32) to (120, 120, 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))



BaseStone_03_v
==============
  Textures:
    - PatternHalf

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 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 = (vertex RGB)
         A = (lerp from 180 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))



Block01_v
=========
  Textures:
    - CVTPBlock01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 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 = (vertex RGB)
         A = (lerp from 180 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))



Block02_v
=========
  Textures:
    - CVTPBlock02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 44, 64, 49, 90

  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 (44, 64, 49) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 90 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))



CloudValleyStone_05_v
=====================
  Textures:
    - SnowPattern05
        Scale: 3, 3

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 32, 32, 60

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

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

  Steps:
    1: RGB = (lerp from (0, 32, 32) to (120, 120, 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))



Lawn01_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))



Rock01_v
========
  Textures:
    - RockPattern10Mkip3
        Scale: 4, 4
        Rotation: 0.3888668477431562

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 34, 27, 30

  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 = (lerp from 30 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_x
============
  Textures:
    - D2DRMRShadow01

  Ambient Colors:
    - 100, 100, 100, 195

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

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))



Step01_v
========
  Textures:
    - CVTPStep01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 42, 29, 0, 90

  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 (42, 29, 0) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 90 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))
