BodyMat00_v
===========
  Textures:
    - PichanBody

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -110
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         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



EditColorA_v
============
  Textures:
    - PichanEditColorA

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 70, 10, -100, -110
    - 1023, 1023, 1023, 255

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

  Colors:
    Orange: ...then add (70, 10, -100)
    Black:  ...then add (-30, -40, -40)
    Red:    ...then add (40, -40, -40)
    Purple: ...then add (15, -100, 15)
    Green:  ...then add (-40, 30, -200)
    Blue:   ...then add (-255, 10, 30)



EditColorB_v
============
  Textures:
    - PichanEditColorB

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - -29, 16, 24, -110
    - 1023, 1023, 1023, 255

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

  Colors:
    Orange: ...then add (-29, 16, 24)
    Black:  ...then add (50, -50, -50)
    Red:    ...then add (-100, 30, 20)
    Purple: ...then add (-22, 45, -36)
    Green:  ...then add (30, -20, 10)
    Blue:   ...then add (55, 0, 0)



EyaMat00_v
==========
  Textures:
    - PichanEye.0

  Ambient Colors:
    - 64, 64, 64, 128

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

  Color Registers:
    - 0, 0, 0, -69
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB))
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -69, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -69, multiply by 2

