PlanetEdgeMat_v_x
=================
  Textures:

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 411, 473, 595, 255

  Steps:
    1: RGB = -1 * (vertex RGB), then add (411, 473, 595), subtract 127, multiply by 2
         A = (vertex A)



PlanetFarMat_v
==============
  Textures:
    - BiyondOrbitPlanetCloudFar
        Offset: 0.8361666202545166, 0
        Scale: 0.5, 0.5
    - BiyondOrbitSunRef
        Offset: 0, 0.2490234375
        Scale: 0.625, 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 64, 142, 195, 255
    - 190, 40, 0, 255

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

  Color Registers:
    - 203, 240, 240, 255
    - 252, 255, 255, 255
    - 20, -29, -131, 255

  Steps:
    1: RGB = (lerp from (64, 142, 195) to (203, 240, 240) using (tex #1 RGB)), then add (vertex RGB), subtract 127, multiply by 2
         A = (vertex A)
    2: RGB = ((190, 40, 0) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



PlanetMat_v
===========
  Textures:
    - BiyondOrbitPlanetCloud
        Offset: 0.8361666202545166, 0
        Scale: 0.5, 0.5
    - BiyondOrbitSunRef
        Offset: 0, 0.2490234375
        Scale: 0.625, 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 64, 142, 195, 255
    - 190, 40, 0, 255

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

  Color Registers:
    - 203, 240, 240, 255
    - 252, 255, 255, 255
    - 20, -29, -131, 255

  Steps:
    1: RGB = (lerp from (64, 142, 195) to (203, 240, 240) using (tex #1 RGB)), then add (vertex RGB), subtract 127, multiply by 2
         A = (vertex A)
    2: RGB = ((190, 40, 0) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



SanMat_v_x
==========
  Textures:
    - BiyondOrbitProminence
        Offset: 0, 4.68916654586792
        Scale: 1, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 103, 0, 0, 255

  Material Colors:
    - 204, 130, 0, 255
    - 204, 130, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex A)), then add (vertex RGB)
         A = (vertex A), add 127



UniverseMat_v
=============
  Textures:
    - GalaxySkyUniverse128rgb565
        Offset: 0.013245032168924809, 0.013245032168924809
        Scale: 8, 8
    - BiyondOrbitUniverseGas
        Offset: 0.5449533462524414, -0.8999999761581421
        Center: 0.5, 0.25
        Scale: 2, 2.6953125

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 129, 160, 255
    - 0, 233, 255, 255

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

  Color Registers:
    - 61, 61, 93, 255
    - 354, 255, 255, 255

  Steps:
    1: RGB = (lerp from (tex #1 RGB) to (0, 129, 160) using (vertex RGB)), multiply by 2
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((0, 233, 255) * (prev. RGB)), then add (tex #2 RGB)
         A = (vertex A)
