AttackRockA_v
=============
  Textures:
    - RockPattern10Small

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 80

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 380

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 80 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Block00_Dark_v
==============
  Textures:
    - Block00bMip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 113, 114, 114, 106
    - 132, 149, 149, 120
    - 140, 140, 140, 133
    - 145, 145, 145, 154

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

  Color Registers:
    - -25, -25, -41, 0
    - -231, -231, -215, -195
    - 0, 0, 0, 12

  Steps:
    1: RGB = (lerp from (-231, -231, -215) to (tex #1 RGB) using (vertex RGB)), then add (-25, -25, -41)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), multiply by 2



Block00_v
=========
  Textures:
    - Block00bMip
    - Env_WaterA04_64
        Scale: 0.869140625, 0.869140625
    - Block00bMip

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 114, 114, 114, 66
    - 132, 149, 149, 119
    - 140, 140, 140, 136
    - 145, 145, 145, 159

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

  Color Registers:
    - -41, -41, -41, -10
    - -187, -187, -165, 16

  Steps:
    1: RGB = (lerp from (-187, -187, -165) to (tex #1 RGB) using (vertex RGB)), then add (-41, -41, -41)
         A = (lerp from (tex #1 A) to 32 using (vertex A)), then add -10, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB)
         A = (64 * (vertex A)), then add -10, multiply by 2
    3: RGB = ((tex #2 RGB) * (vertex RGB)), then add (prev. RGB)
         A = (prev. A)



BlockKiwa_v
===========
  Textures:
    - Block_Kiwa

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 130

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

  Color Registers:
    - -45, -37, -57, -17
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((-45, -37, -57) * (vertex RGB))
         A = (lerp from 130 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



CuttenCastleEditA_BlockKiwa_v
=============================
  Textures:
    - pillar

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 19, 26, 59, 160

  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 (19, 26, 59) to (255, 255, 255) using (vertex RGB))
         A = (lerp from 160 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Flag00_v
========
  Textures:
    - MiniFlag

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 5, 15, 10, 200
    - 0, 0, 112, 255

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

  Color Registers:
    - 240, 240, 200, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = (lerp from (5, 15, 10) to (tex #1 RGB) using (vertex RGB))
         A = (lerp from 200 to 0 using (vertex A))
    2: RGB = ((prev. RGB) * (240, 240, 200))
         A = (prev. A)



Lawn00_v
========
  Textures:
    - LawnPattern01

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 0, 0, 0, -77
    - 1023, 1023, 1023, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), divide by 2
         A = (lerp from (tex #1 A) to 64 using (vertex A)), then add -77, multiply by 2
    2: RGB = ((vertex RGB) * (prev. A)), then add (prev. RGB), multiply by 2
         A = (64 * (vertex A)), then add -77, multiply by 2



OpeningBlockA_v
===============
  Textures:
    - OpeningBlockA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 62, 68, 74, 110

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

  Color Registers:
    - 198, 198, 198, -514
    - -130, 0, 125, 368

  Steps:
    1: RGB = (lerp from (62, 68, 74) to (198, 198, 198) using (vertex RGB))
         A = (lerp from 110 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



OpeningPeachLeaf_v
==================
  Textures:
    - OpeningPeachLeafA

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 205, 168, 103, 205
    - 205, 168, 103, 205

  Color Registers:
    - 16, 16, 16, 0
    - 0, 0, 0, 368

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



OpeningTreeA_v
==============
  Textures:
    - OpeningTreeA

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 205, 168, 103, 205
    - 205, 168, 103, 205

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

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



OpeningWindowA_v
================
  Textures:
    - OpeningWindowA

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 185

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

  Color Registers:
    - 255, 255, 255, 250
    - 0, 0, 0, 368

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 185 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Peach_v
=======
  Textures:
    - peach

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

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

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



Rock00_v
========
  Textures:
    - RockPattern19

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

  Color Registers:
    - 190, 190, 190, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((190, 190, 190) * (vertex RGB))
         A = (lerp from 180 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Soil00_v
========
  Textures:
    - SoilPattern01

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 45

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

  Color Registers:
    - 255, 255, 255, 0
    - 0, 0, 0, 380

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 45 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



StarLight_v
===========
  Textures:
    - StarLight

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 432, 432, 432, -17

  Steps:
    1: RGB = ((tex #1 RGB) * (432, 432, 432)), then add (-17, -17, -17)
         A = ((tex #1 A) * (vertex A))



WindowLight_v
=============
  Textures:
    - StarLight

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 323, 323, 323, -9

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (-9, -9, -9), divide by 2
         A = ((tex #1 A) * (vertex A))



WoodPanel_v
===========
  Textures:
    - WoodPanel

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 60

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

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

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 60 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



Yane01_r_v
==========
  Textures:
    - Yane01_r

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 150

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

  Color Registers:
    - 150, 255, 255, 0
    - 0, 0, 0, 368

  Steps:
    1: RGB = ((150, 255, 255) * (vertex RGB))
         A = (lerp from 150 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



aa_Gaito_v
==========
  Textures:
    - Gaito00_a

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

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

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



mado_v
======
  Textures:
    - MadoSmall

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 180

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

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

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



temp_Parts_v
============
  Textures:
    - saku2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 0, 0, 48

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

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

  Steps:
    1: RGB = (vertex RGB)
         A = (lerp from 48 to 0 using (vertex A)), multiply by 2
    2: RGB = ((prev. RGB) * (tex #1 RGB)), then add (prev. A)
         A = ((vertex A) * (tex #1 A))



water_lake_v
============
  Textures:
    - WaterWave
        Offset: 1.0540000200271606, 1.0540000200271606
        Scale: 0.10000000149011612, 0.20000000298023224
        Rotation: 0.499984740745262
    - WaterWave
        Offset: -1.5810000896453857, 1.5810000896453857
        Scale: 0.30000001192092896, 0.20000000298023224
    - Env_WaterA04_64

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 49, 77, 96, 255
    - 255, 255, 252, 125
    - 255, 255, 255, 0

  Material Colors:
    - 204, 204, 204, 160
    - 204, 204, 204, 160

  Color Registers:
    - -1024, -1024, -1024, -207
    - -126, -118, -110, -61
    - 255, 255, 255, -280

  Steps:
    1: RGB = ((49, 77, 96) * (vertex A)), then add (tex #1 RGB)
         A = ((vertex A) * (tex #1 A))
    2: RGB = ((prev. RGB) * (tex #2 RGB)), multiply by 2
         A = ((prev. A) * (tex #2 A)), multiply by 2
    3: RGB = if R of (prev. RGB) > (-207, -207, -207), use (tex #3 RGB), otherwise (0, 0, 0), then add (prev. RGB)
         A = 0, then add (prev. A), multiply by 2
