ColorDecoration01_v
===================
  Textures:
    - ColorDecoration

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 255, 255, 200

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 0, 0, 0, 368

  Steps:
    1: RGB = (tex #1 RGB)
         A = (lerp from 200 to 0 using (vertex A)), multiply by 2
    2: RGB = ((vertex RGB) * (prev. RGB)), then add (prev. A)
         A = 0



Cream01_v
=========
  Textures:
    - Cream01_64

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 246, 245, 147
    - 128, 93, 0, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 230, 238, 250, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (230, 238, 250) to (255, 246, 245) using (tex #1 RGB))
         A = (lerp from 147 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (128, 93, 0) to (prev. RGB) using (vertex RGB)), then add (prev. A)
         A = 0



Cream02_v
=========
  Textures:
    - Cream01_64
        Scale: 2, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 255, 255, 123
    - 119, 106, 21, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 222, 238, 250, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (222, 238, 250) to (255, 255, 255) using (tex #1 RGB))
         A = (lerp from 123 to 0 using (vertex A)), multiply by 2
    2: RGB = (lerp from (119, 106, 21) to (prev. RGB) using (vertex RGB)), then add (prev. A)
         A = 0



Metal01_v
=========
  Textures:
    - Metal01_128
        Scale: 4, 4
    - GalaxyEnvCloud01_32

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 255, 157, 0, 49

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 157, 56, 0, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (157, 56, 0) to (255, 157, 0) using (tex #1 RGB))
         A = 0
    2: RGB = (tex #2 RGB), then add (prev. RGB)
         A = 0
    3: RGB = ((vertex RGB) * (prev. RGB))
         A = 0



Paper01_v
=========
  Textures:
    - Paper01

  Ambient Colors:
    - 100, 100, 100, 195

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

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



Paper02_v
=========
  Textures:
    - Paper02

  Ambient Colors:
    - 100, 100, 100, 195

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

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



Shadow_v
========
  Textures:

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 102, 102, 102, 255
    - 102, 102, 102, 255

  Steps:
    1: RGB = (vertex RGB)
         A = (vertex A)



Sponge01_v
==========
  Textures:
    - pan_C_128

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 191, 93, 0, 180
    - 255, 255, 205, 255

  Material Colors:
    - 203, 203, 203, 255
    - 203, 203, 203, 255

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (191, 93, 0) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((255, 255, 205) * (prev. A)), then add (prev. RGB)
         A = ((vertex A) * (tex #1 A))
