Lattice00_v
===========
  Textures:
    - Lattice00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 45

  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 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))



Layer00_v
=========
  Textures:
    - HorihoriLayer00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 90

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

  Color Registers:
    - 238, 190, 169, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((238, 190, 169) * (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))



Layer01_v
=========
  Textures:
    - Rust00
        Offset: 0.6591796875, 0
        Scale: 1.3232421875, 1.3232421875
    - RustBump00
        Scale: 3.017578125, 3.017578125
    - EnvMap01
        Offset: 1.07421875, 0.205078125
        Center: 2.2705078125, 1.03515625
        Scale: 1.03515625, 1.03515625
        Rotation: 0.01217688528092288

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 87, 94, 96, 45

  Material Colors:
    - 240, 240, 240, 255
    - 240, 240, 240, 255

  Color Registers:
    - 0, 0, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((vertex RGB) * (tex #3 RGB)), then add (prev. RGB)
         A = (vertex A)



PaintRust00_v
=============
  Textures:
    - PaintRust00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 48, 60, 96, 45

  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 (48, 60, 96) to (255, 255, 255) 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))



PaintRust01_v
=============
  Textures:
    - PaintRust00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 10, 14, 45

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

  Color Registers:
    - 133, 186, 214, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (0, 10, 14) to (133, 186, 214) using (tex #1 RGB))
         A = (lerp from 45 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (vertex RGB)), then add (prev. A)
         A = 0, then add (vertex A)



Pipe01_v
========
  Textures:
    - MetalPlate00

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 1, 9, 0, 45

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

  Color Registers:
    - 250, 210, 97, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (1, 9, 0) to (250, 210, 97) 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))



Rust01_v
========
  Textures:
    - Rust01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 48, 60, 96, 45

  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 (48, 60, 96) to (255, 255, 255) 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))



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))
