TwoLegsBreakMat_v
=================
  Textures:
    - TwoLegsBreak

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -41, -41, -41, -110
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-41, -41, -41)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -110, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2



TwoLegsBreakMetal_v
===================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(2)
======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(3)
======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(4)
======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(5)
======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMat_v(2)
====================
  Textures:
    - TwoLegsBreak

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -41, -41, -41, -110
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-41, -41, -41)
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -110, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -110, multiply by 2



TwoLegsBreakMetal_v(6)
======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(7)
======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(8)
======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(9)
======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(10)
=======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(11)
=======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)



TwoLegsBreakMetal_v(12)
=======================
  Textures:
    - TwoLegsBreak
    - SunEnv01
        Scale: 1.2000000476837158, 1.2000000476837158

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -35, -35, -35, -89
    - 100, 100, 100, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-35, -35, -35)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -89, multiply by 4
    2: RGB = ((100, 100, 100) * (tex #2 RGB)), then add (prev. RGB), multiply by 2
         A = (prev. A)
