UnbabaBody_v
============
  Textures:
    - Lava01
        Offset: 0.7421875, 1.943359375
        Scale: -0.9912109375, -0.576171875
    - LavaSun
        Offset: -1, -0.10333332419395447
        Scale: 2, 2.700000047683716

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -94, -94, -98, -69
    - 56, 72, 16, 0
    - 182, 173, 0, -235

  Steps:
    1: RGB = (lerp from (56, 72, 16) to (tex #1 RGB) using (vertex RGB)), then add (-94, -94, -98)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((182, 173, 0) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 4
    3: RGB = ((vertex RGB) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



UnbabaEye_v
===========
  Textures:
    - UnbabaEye.0
    - UnbabaEnv2
        Offset: -0.8251953125, 0
        Scale: -1.279296875, -1.279296875

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - -5, 0, -37, -81
    - 44, 0, 0, 0
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = (lerp from (44, 0, 0) to (tex #1 RGB) using (vertex RGB)), then add (-5, 0, -37)
         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), multiply by 2
         A = (64 * (vertex A)), then add -81, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



UnbabaMouth_v
=============
  Textures:
    - Lava01
        Offset: 0.4541015625, 2.314453125
        Scale: -0.703125, -0.703125
    - LavaSun
        Offset: -1, -0.10333332419395447
        Scale: 2.294921875, 2.666015625

  Ambient Colors:
    - 128, 128, 128, 128

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

  Color Registers:
    - 36, 40, 4, -25
    - 1023, 1023, 1023, -235

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (36, 40, 4)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -25, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -25, multiply by 4
    3: RGB = ((vertex RGB) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)
