BuzzBody_v
==========
  Textures:
    - BuzzBody
    - BuzzBodyEnv

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 35, 10, -81
    - 200, 200, 100, 0
    - 169, 145, 93, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (0, 35, 10)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((169, 145, 93) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



BuzzEye_v
=========
  Textures:
    - BuzzEye.2

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 15, 44, 0, -118
    - 182, 194, 8, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (15, 44, 0)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -118, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -118, multiply by 2



BuzzMetal_v
===========
  Textures:
    - BuzzBody
    - EnvBuzzMetal
        Scale: 0.9912109375, 0.9912109375

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -81
    - 198, 194, 145, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -81
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((198, 194, 145) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)
