AxCloudMat_v
============
  Textures:
    - BeyondSummerCloudFar2
        Offset: 2.3742001056671143, 0

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 72, 72, 160, 255
    - 106, 165, 255, 255

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

  Color Registers:
    - 252, 252, 252, -21
    - 93, 85, 65, 255

  Steps:
    1: RGB = (lerp from (72, 72, 160) to (tex #1 RGB) using (vertex RGB))
         A = (tex #1 A), then add -21, multiply by 4



BxCloudThunderHeadMat
=====================
  Textures:
    - BeyondSummerThunderHead

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 157, 209, 255, 0

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

  Color Registers:
    - 244, 248, 244, 255

  Steps:
    1: RGB = (lerp from (157, 209, 255) to (244, 248, 244) using (tex #1 RGB))
         A = ((tex #1 A) * (vertex A)), multiply by 2



CxCloudMat_v
============
  Textures:
    - BeyondSummerCloud
        Offset: -0.7207000255584717, 0

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 174, 210, 238, 87

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

  Steps:
    1: RGB = (lerp from (174, 210, 238) to (255, 255, 255) using (tex #1 RGB))
         A = ((tex #1 A) * (vertex A)), multiply by 2



EndingSkyUniverseMat_v
======================
  Textures:
    - MilkyWayUniverse
        Scale: 5, 10
    - BrightGalaxyMilkyWayRGB565
        Offset: -0.2630526125431061, -0.03999999910593033
        Scale: 0.16599999368190765, 0.10599999874830246

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 28, 50, 68, 255
    - 255, 255, 181, 255

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

  Color Registers:
    - 255, 236, 255, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex RGB)), then add (28, 50, 68)
         A = 0
    2: RGB = ((255, 255, 181) * (tex #2 RGB)), then add (prev. RGB)
         A = 255



LineMat_v
=========
  Textures:
    - MottoMilkyWayLine
        Offset: 1.8600000143051147, 0
        Scale: 2, 1

  Ambient Colors:
    - 100, 100, 100, 195

  Material Colors:
    - 255, 222, 140, 255
    - 255, 222, 140, 255

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



PlanetEdgeMat_v_x
=================
  Textures:

  Ambient Colors:
    - 100, 100, 100, 195

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

  Color Registers:
    - 411, 473, 595, 255

  Steps:
    1: RGB = -1 * (vertex RGB), then add (411, 473, 595), subtract 127, multiply by 2
         A = (vertex A)



PlanetFarMat_v
==============
  Textures:
    - BiyondOrbitPlanetCloudFar
        Offset: 0.17520000040531158, 0
        Scale: 0.30000001192092896, 0.30000001192092896
    - BiyondOrbitSunRef
        Offset: 0, 0.2490234375
        Scale: 0.625, 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 64, 142, 195, 255
    - 190, 40, 0, 255

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

  Color Registers:
    - 203, 240, 240, 255
    - 252, 255, 255, 255
    - 20, -29, -131, 255

  Steps:
    1: RGB = (lerp from (64, 142, 195) to (203, 240, 240) using (tex #1 RGB)), then add (vertex RGB), subtract 127, multiply by 2
         A = (vertex A)
    2: RGB = ((190, 40, 0) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



PlanetMat_v
===========
  Textures:
    - BiyondOrbitPlanetCloud
        Offset: 0.17520000040531158, 0
        Scale: 0.30000001192092896, 0.30000001192092896
    - BiyondOrbitSunRef
        Offset: 0, 0.2490234375
        Scale: 0.625, 1

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 64, 142, 195, 255
    - 190, 40, 0, 255

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

  Color Registers:
    - 203, 240, 240, 255
    - 252, 255, 255, 255
    - 20, -29, -131, 255

  Steps:
    1: RGB = (lerp from (64, 142, 195) to (203, 240, 240) using (tex #1 RGB)), then add (vertex RGB), subtract 127, multiply by 2
         A = (vertex A)
    2: RGB = ((190, 40, 0) * (tex #2 RGB)), then add (prev. RGB)
         A = (vertex A)



SanMat_v_x
==========
  Textures:
    - BiyondOrbitProminence
        Offset: 0, 1.180999994277954
        Scale: 1, 2

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 103, 0, 0, 255

  Material Colors:
    - 204, 130, 0, 255
    - 204, 130, 0, 255

  Steps:
    1: RGB = ((tex #1 RGB) * (vertex A)), then add (vertex RGB)
         A = (vertex A), add 127



SeaMat_v
========
  Textures:
    - BeyondSummerSea
        Offset: 0, 1.7751002311706543
        Scale: 1.5, 1
    - BeyondSummerSea
        Offset: 0, 7.749000549316406
        Scale: 1, 1.5

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 76, 130, 173, 255
    - 0, 0, 0, 255

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

  Color Registers:
    - 0, 195, 138, 255
    - 61, 146, 163, 255

  Steps:
    1: RGB = (lerp from (0, 195, 138) to (vertex RGB) using (tex #1 RGB))
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((prev. RGB) * (tex #2 RGB)), then add (76, 130, 173)
         A = (vertex A)



StarAndGalaxy_v
===============
  Textures:
    - MilkyWayGalaxyRGB565
        Rotation: 0.4043397320474868
    - MilkyWayUniverse
        Scale: 5, 10

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 38, 56, 255
    - 255, 255, 255, 127

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

  Steps:
    1: RGB = ((tex #2 RGB) * (vertex RGB)), then add (0, 38, 56)
         A = ((tex #2 A) * 127)
    2: RGB = (tex #1 RGB), then add (prev. RGB)
         A = (lerp from (tex #1 A) to 0 using 127), then add (prev. A)



UniverseMat_v
=============
  Textures:
    - GalaxySkyUniverse128rgb565
        Offset: 0.01088709756731987, 0.01088709756731987
        Scale: 8, 8
    - BiyondOrbitUniverseGas
        Offset: 0.9975140690803528, -0.8999999761581421
        Center: 0.5, 0.25
        Scale: 2, 2.6953125

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 0, 129, 160, 255
    - 0, 233, 255, 255

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

  Color Registers:
    - 61, 61, 93, 255
    - 354, 255, 255, 255

  Steps:
    1: RGB = (lerp from (tex #1 RGB) to (0, 129, 160) using (vertex RGB)), multiply by 2
         A = ((tex #1 A) * (vertex A))
    2: RGB = ((0, 233, 255) * (prev. RGB)), then add (tex #2 RGB)
         A = (vertex A)



sansetskyGroundMat_v
====================
  Textures:
    - HorizonalSkyGround
        Scale: 0.166015625, 0.166015625

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 46, 9, 0, 255
    - 52, 24, 8, 255

  Material Colors:
    - 0, 0, 0, 255
    - 0, 0, 0, 255

  Steps:
    1: RGB = (lerp from (46, 9, 0) to (tex #1 RGB) using (vertex RGB)), then add (vertex RGB)
         A = ((tex #1 A) * (vertex A))



sunsetskySkyMat_v
=================
  Textures:
    - HorizonalSkyCloud
        Offset: 0.5400023460388184, 0
        Scale: 0.14000000059604645, 0.14000000059604645
    - HorizonalSkyCloud
        Offset: 0.236802339553833, 0.05920058488845825
        Scale: 0.10000000149011612, 0.10000000149011612

  Ambient Colors:
    - 100, 100, 100, 195

  Constant Colors:
    - 226, 145, 119, 255
    - 95, 109, 163, 255
    - 115, 139, 156, 255

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

  Color Registers:
    - 85, 65, 114, 255
    - 220, 220, 159, 255

  Steps:
    1: RGB = (lerp from (226, 145, 119) to (85, 65, 114) using (tex #1 RGB))
         A = (tex #1 A)
    2: RGB = (lerp from (95, 109, 163) to (220, 220, 159) using (tex #2 RGB))
         A = ((vertex A) * (prev. A)), multiply by 2
    3: RGB = (lerp from (prev. RGB) to (255, 255, 255) using (prev. A)), then add (vertex RGB)
         A = 0
