Bush00_v
========
  Textures:
    - Bushs00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 64

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

  Color Registers:
    - 153, 153, 153, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((153, 153, 153) * (vertex RGB))
         A = (lerp from 64 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))



ConstructionFence_v
===================
  Textures:
    - ConstructionFence
    - HighLightSample

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180
    - 255, 223, 201, 255

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

  Color Registers:
    - 225, 225, 225, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((225, 225, 225) * (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))
    3: RGB = ((255, 223, 201) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



Soil00_v
========
  Textures:
    - SoilPattern06

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 3, 0, 3, 45

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

  Color Registers:
    - 133, 109, 44, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (3, 0, 3) to (133, 109, 44) 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), multiply by 2
         A = ((vertex A) * (tex #1 A))



Soil01_v
========
  Textures:
    - SoilPattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 3, 0, 3, 45

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

  Color Registers:
    - 214, 165, 89, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (3, 0, 3) to (214, 165, 89) 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), multiply by 2
         A = ((vertex A) * (tex #1 A))



Soil02_v
========
  Textures:
    - SoilPattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 38, 34, 44, 90

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

  Color Registers:
    - 242, 194, 105, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (38, 34, 44) to (242, 194, 105) 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))



Soil03_v
========
  Textures:
    - SoilPattern07

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 3, 0, 3, 90

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

  Color Registers:
    - 165, 129, 20, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (3, 0, 3) to (165, 129, 20) 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), multiply by 2
         A = ((vertex A) * (tex #1 A))



Soil04_v
========
  Textures:
    - SoilPattern02

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 3, 0, 3, 45

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

  Color Registers:
    - 214, 165, 89, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (3, 0, 3) to (214, 165, 89) 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), multiply by 2
         A = ((vertex A) * (tex #1 A))
