glassMAT
========
  Textures:
    - SWgripBMS
        Offset: 0.537109375, -0.908203125
        Scale: 1.100000023841858, -1.5283203125
        Rotation: 0.119602038636433
    - ZBtoonEX

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 162, 32, 255
    - 92, 92, 92, 255

  Color Registers:
    - 128, 128, 128, 255
    - 0, 93, 105, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #2 RGB))
         A = 0
    2: RGB = if R of (tex #1 RGB) > (128, 128, 128), use (92, 92, 92), otherwise (0, 0, 0), then add (0, 93, 105)
         A = (tex #1 A)
    3: RGB = (prev. RGB)
         A = (prev. A)
    4: RGB = ((220, 162, 32) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



metMAT
======
  Textures:
    - sv
    - ZBtoonEX

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 160, 32, 255

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #2 RGB))
         A = (vertex A)
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (prev. A))
    3: RGB = ((220, 160, 32) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)



metMAT(2)
=========
  Textures:
    - sv
    - ZBtoonEX

  Ambient Colors:
    - 50, 50, 50, 50

  Constant Colors:
    - 220, 160, 32, 255

  Color Registers:
    - 128, 128, 128, 255

  Steps:
    1: RGB = (lerp from (128, 128, 128) to (255, 255, 255) using (tex #2 RGB))
         A = (vertex A)
    2: RGB = ((tex #1 RGB) * (prev. RGB))
         A = ((tex #1 A) * (prev. A))
    3: RGB = ((220, 160, 32) * (tex #2 RGB)), then add (prev. RGB)
         A = (prev. A)
