CloudValleyBark_00_v
====================
  Textures:
    - Bark05

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 24, 9, 6, 60

  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 (24, 9, 6) to (218, 206, 161) 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))



CloudValleyBark_01_v
====================
  Textures:
    - TreeD64

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 80, 72, 0, 0

  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 (80, 72, 0)
         A = 0



CloudValleyIvy_00_v
===================
  Textures:
    - Ivy01

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 204, 219, 109, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((204, 219, 109) * (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_00b_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)
         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, 58, 36, 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, 58, 36) 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: -0.007475000806152821, 0.007475000806152821

  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
    - 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)



CloudValleySoil_01_v
====================
  Textures:
    - SoilPattern04
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 55, 35, 0, 80

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

  Color Registers:
    - 173, 161, 40, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (55, 35, 0) to (173, 161, 40) 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))



CloudValleySoil_02_v
====================
  Textures:
    - RockPattern06

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 57, 45, 0, 80

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

  Color Registers:
    - 250, 178, 84, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (57, 45, 0) to (250, 178, 84) 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))



CloudValleyStone_00_v
=====================
  Textures:
    - SoilPattern04
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 52, 46, 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 (52, 46, 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_02b_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)
         A = ((vertex A) * (tex #1 A))



CloudValleyStone_03_v
=====================
  Textures:
    - WaterWave
        Offset: 0.015000000596046448, 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:
    - RockPattern20
        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))



CloudValleyStone_05b_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)
         A = ((vertex A) * (tex #1 A))



CloudValleyStone_07_v
=====================
  Textures:
    - Pattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 28, 28, 28, 0

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

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

  Steps:
    1: RGB = (lerp from (28, 28, 28) to (tex #1 RGB) using (vertex RGB)), multiply by 2
         A = (vertex A), multiply by 2



CloudValleyStone_08_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_09_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



CloudValleyWaterEdge_00_v_x
===========================
  Textures:
    - WaterWave
        Offset: -0.3269999921321869, -0.3269999921321869
        Scale: 1.2000000476837158, 1.2000000476837158
        Rotation: 0.7777642139957884
    - WaterWave
        Offset: 0.9809999465942383, 0.9809999465942383
        Scale: 1.2999999523162842, 1.2999999523162842

  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



CloudValleyWater_00_v
=====================
  Textures:
    - WaterWave
        Offset: 0.23399999737739563, 0.23399999737739563
        Center: 1, 1
        Scale: 0.10000000149011612, 0.10000000149011612
        Rotation: 0.499984740745262
    - WaterWave
        Offset: 0, 0.23399999737739563
        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



FallMat_v_x
===========
  Textures:
    - BigFall
        Offset: 0.6940000057220459, -5.552000045776367
        Scale: 1, 0.6787109375
    - BigFall
        Offset: 0, -4.164000034332275
        Scale: 1, 0.2099609375
    - FarOpacitySea
        Offset: 0, -2.0820000171661377
        Scale: 0.8642578125, 0.10000000149011612

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 18, 180, 255, 255
    - 206, 255, 255, 255

  Material Colors:
    - 204, 204, 204, 120
    - 204, 204, 204, 120

  Color Registers:
    - 255, 255, 255, 40

  Steps:
    1: RGB = (lerp from (18, 180, 255) to (255, 255, 255) using (vertex RGB)), then add (tex #1 RGB), divide by 2
         A = 0, add 127
    2: RGB = (lerp from (prev. RGB) to (206, 255, 255) using (tex #2 RGB))
         A = (vertex A)



LeafC_v
=======
  Textures:
    - LawnPattern06
        Scale: 2.5, 2.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 40, 0, 40

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

  Color Registers:
    - 145, 185, 44, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 40, 0) to (145, 185, 44) using (vertex RGB))
         A = (lerp from 40 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))



Shadow02_v
==========
  Textures:
    - Lotus_02
        Offset: -0.007475000806152821, 0.007475000806152821

  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))



TsukidashiKun_v
===============
  Textures:
    - RockPattern23

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 100, 100, 120, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((100, 100, 120) * (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))



d_FallAlfaMat_v_x
=================
  Textures:
    - BigFall
        Offset: 0.6940000057220459, -5.552000045776367
        Scale: 1, 0.6787109375
    - BigFall
        Offset: 0, -4.164000034332275
        Scale: 1, 0.2099609375
    - FarOpacitySea
        Offset: 0, -2.0820000171661377
        Scale: 0.8642578125, 0.10000000149011612

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 17, 180, 255, 255
    - 206, 255, 255, 255

  Material Colors:
    - 204, 204, 204, 120
    - 204, 204, 204, 120

  Color Registers:
    - 255, 255, 255, 40

  Steps:
    1: RGB = (lerp from (17, 180, 255) to (255, 255, 255) using (vertex RGB)), then add (tex #1 RGB), divide by 2
         A = 0, add 127
    2: RGB = (lerp from (prev. RGB) to (206, 255, 255) using (tex #2 RGB))
         A = (vertex A)
