Layer_v
=======
  Textures:
    - D2DRMRSoil01
        Scale: 2, 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 1, 7, 24, 90

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

  Color Registers:
    - 97, 97, 169, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (1, 7, 24) to (97, 97, 169) using (tex #1 RGB))
         A = (lerp from 90 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (vertex RGB)), then add (prev. A)
         A = 0, then add (vertex A)



Metal01_v
=========
  Textures:
    - Metal01_128
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 10, 4, 7, 40

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

  Color Registers:
    - 210, 141, 178, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 4, 7) to (210, 141, 178) 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)
         A = ((vertex A) * (tex #1 A))



Metal02_v
=========
  Textures:
    - Env4
        Offset: -0.0830078125, 0
        Scale: 0.869140625, 0.869140625
    - MetalTwoLegs

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 25, 0, 0, 180
    - 255, 255, 255, 86

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

  Color Registers:
    - 101, 81, 61, -90
    - -37, -25, -9, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (25, 0, 0) to (101, 81, 61) using (vertex RGB)), then add (-37, -25, -9), multiply by 2
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = (prev. RGB), then add (prev. A)
         A = (vertex A)
    3: RGB = ((tex #1 RGB) * (86, 86, 86)), then add (prev. RGB)
         A = (vertex A)



Metal06_v
=========
  Textures:
    - Metal01_128
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 10, 4, 7, 40

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

  Color Registers:
    - 210, 141, 178, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 4, 7) to (210, 141, 178) 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)
         A = ((vertex A) * (tex #1 A))



Metal08_v
=========
  Textures:
    - D2DRMRMetal04

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 10, 4, 7, 120

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

  Color Registers:
    - 210, 184, 154, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (10, 4, 7) to (210, 184, 154) using (vertex RGB))
         A = (lerp from 120 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))



Rock01_v
========
  Textures:
    - RockPattern06

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 20, 17, 13, 0

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

  Color Registers:
    - 129, 113, 84, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (20, 17, 13) to (129, 113, 84) using (vertex RGB))
         A = (vertex A), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), 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))



Soil1_v
=======
  Textures:
    - SoilPattern02
        Scale: 0.8500000238418579, 0.8500000238418579
        Rotation: 0.020477919858394117

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 4, 0, 0, 45

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

  Color Registers:
    - 137, 129, 165, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (4, 0, 0) to (137, 129, 165) using (vertex RGB))
         A = (lerp from 45 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))



Soil2_v
=======
  Textures:
    - SoilPattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 53, 30, 24, 45

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

  Color Registers:
    - 202, 165, 190, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (53, 30, 24) to (202, 165, 190) using (vertex RGB))
         A = (lerp from 45 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))
