[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[BASIC]
OPEN_WHEELER = 0               ; patch uses info on if car is open wheeler or not a lot (for example, for how sparks or tyres would look, or even how car is rendered in rendering queue). it gets that info from “ui_car.json”, but it could be generally more reliable to set it explicitly
RALLY_CAR = 0                  ; similar thing, although rally check is only used for switching headlights to rally mode if it’s a single car race
DIESEL_ENGINE = 0              ; if engine is diesel or not (used for exhaust smoke color)
BRAKES_THRESHOLD = 0.01        ; threshold for brake lights to turn on, of brake pedal
LIGHT_DAMAGE_SPEED_MIN = 80    ; speed for lights to start breaking
LIGHT_DAMAGE_SPEED_MAX = 120   ; speed for lights to fully break
IS_LOW_BEAM_AVAILABLE = 1      ; are low beams an option (by default, they’re available on street cars only)

[EXTRA_FX]
MASK_GBUFFER =_glasslhl_b, polySurface1371, Geo_Door_R_SUB8, Geo_Door_L_SUB7, _glassltl_a

[INCLUDE: common/materials_interior.ini]

;PBR GLASS
[INCLUDE: common/materials_glass.ini]

[Material_Glass]
Materials = _front_light_glass
IOR = 2           ; index of refraction for glass, usualy, 1.5
FilmIOR = 2       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1.0  ; thicker glass passes less light through
ProfileFix = 0.08    ; adds thickness to glass for glazing angles
FresnelC = 0.1
FresnelMaxLevel = 0.6
BrightnessAdjustment = 0.1
ExtraLightsAdjustment = 0.01


[Material_Glass]
Materials = glass_ext
ThicknessMult = 0.5
EXTRA_MASK_PASS = 1.0
EXTRA_MASK_PASS_OPACITY = 0.1
FilmIOR=2.0

[Material_CarPaint_Solid]
Materials = ext_black_glossy
BrightnessAdjustment = 0.5
DetailScale = 450
FresnelMax = 0.5
FresnelC = 0.05
ClearCoatThickness = 0
ColoredSpecular = 1.5
AmbientSpecular = 0.5
AmbientSpecularEXP = 2.5
ApplyTilingFix = 0
DetailTexture = plastic_black.dds




[Material_Glass]
Materials=_gls_red
EXTRA_MASK_PASS_COLOR=255,0,0
MaskPass=5
Desaturate=0
ThicknessMult=1

--------------------------------------------------------
--                EXTERIOR LIGHT TWEAKS                --
---------------------------------------------------------

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.7
GRADIENT_OFFSET=0.1
MULT=1, 1, 1, 1
OFFSET=2

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_TO=headlights
BOUND_EMISSIVE_MAX=300
BOUND_EXP=0.1
COLOR=2, 2, 2.2, 7
DIRECTION=0, -0.13, 0.65
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=190
LOWBEAM_RANGE_MULT=0.1
LOWBEAM_RANGE_ONCOMING_MULT=0.1
MIRROR=0.762999
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.2
OFF_MIRROR=0.762999
OFF_MULT=0
OFF_POSITION=0, 0.679122, 1.88871
OFF_RANGE_MULT=0.1
POPUP_ENABLED=0
POSITION=0, 0.679122, 2.1
RANGE=210
RANGE_GRADIENT_OFFSET=0.1
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=0.03
SPOT=85
SPOT_EDGE=0.0922464, 0.0919776, 0.09144
SPOT_EDGE_SHARPNESS=21.2
SPOT_SHARPNESS=0
SPOT_UP=0.02, 0.999847, 0
ACT_AS_HEADLIGHTS=1       ; if set to 1, emissiveness is raised when camera i



;     ///HIGHBEAMS///

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME = signal_fl
COLOR=40,15,0,0.5
OFF_COLOR=0,0,0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT
[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME = signal_fr
COLOR=40,15,0,0.5
OFF_COLOR=0,0,0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT
;BLINKER RECHTS HINTEN
[EMISSIVE_...]
INPUT=CPHYS_SCRIPT_0
NAME = REARLIGHT_R_1
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
CHANNEL=0
BLINKING_PATTERN = (|0.9=0|1=1|3=1|4=1|4.1=0|5=0)
BLINKING_DURATION = 0.75
LAG=0.2

[EMISSIVE_...]
INPUT='calc:max(CPHYS_SCRIPT_0, step(1, SPEEDLIMITER))'
NAME = REARLIGHT_R_2
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
CHANNEL=0
BLINKING_PATTERN = (|0=0|1.9=0|2=1|3=1|4=1|4.1=0|5=0)
BLINKING_DURATION = 0.75
LAG=0.2

[EMISSIVE_...]
INPUT=CPHYS_SCRIPT_0
NAME = REARLIGHT_R_3
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
CHANNEL=0
BLINKING_PATTERN = (|0=0|1=0|2.9=0|3=1|4=1|4.1=0|5=0)
BLINKING_DURATION = 0.75
LAG=0.2
;BREMSE RECHTS HINTEN
[EMISSIVE_...]
INPUT=CPHYS_SCRIPT_0
NAME = REARLIGHT_R_1
COLOR = 0                      ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 50, 30, 5, 5   
FALLBACK_HEADLIGHTS_COLOR=50,30,5,1  
CHANNEL=1
LAG=0.2

[EMISSIVE_...]
INPUT='calc:max(CPHYS_SCRIPT_0, step(1, SPEEDLIMITER))'
NAME = REARLIGHT_R_2
COLOR = 0                       ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 50, 30, 5, 5
FALLBACK_HEADLIGHTS_COLOR=50,30,5,1     
CHANNEL=1
LAG=0.2

[EMISSIVE_...]
INPUT=CPHYS_SCRIPT_0
NAME = REARLIGHT_R_3
COLOR = 0                       ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 50, 30, 5, 5
FALLBACK_HEADLIGHTS_COLOR=50,30,5,1   
CHANNEL=1
LAG=0.2


;BLINKER LINKS HINTEN
[EMISSIVE_...]
INPUT=CPHYS_SCRIPT_1
NAME = REARLIGHT_L_1
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
CHANNEL=0
BLINKING_PATTERN = (|0.9=0|1=1|3=1|4=1|4.1=0|5=0)
BLINKING_DURATION = 0.75
LAG=0.2

[EMISSIVE_...]
INPUT='calc:max(CPHYS_SCRIPT_1, step(1, SPEEDLIMITER))'
NAME = REARLIGHT_L_2
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
CHANNEL=0
BLINKING_PATTERN = (|0=0|1.9=0|2=1|3=1|4=1|4.1=0|5=0)
BLINKING_DURATION = 0.75
LAG=0.2

[EMISSIVE_...]
INPUT=CPHYS_SCRIPT_1
NAME = REARLIGHT_L_3
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
CHANNEL=0
BLINKING_PATTERN = (|0=0|1=0|2.9=0|3=1|4=1|4.1=0|5=0)
BLINKING_DURATION = 0.75
LAG=0.2
;BREMSE LINKS HINTEN
[EMISSIVE_...]
INPUT=CPHYS_SCRIPT_1
NAME = REARLIGHT_L_1
COLOR = 0                      ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 50, 30, 5, 5  
FALLBACK_HEADLIGHTS_COLOR=50,30,5,1   
CHANNEL=1
LAG=0.2

[EMISSIVE_...]
INPUT='calc:max(CPHYS_SCRIPT_1, step(1, SPEEDLIMITER))'
NAME = REARLIGHT_L_2
COLOR = 0                       ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 50, 30, 5, 5
FALLBACK_HEADLIGHTS_COLOR=50,30,5,1     
CHANNEL=1
LAG=0.2

[EMISSIVE_...]
INPUT=CPHYS_SCRIPT_1
NAME = REARLIGHT_L_3
COLOR = 0                       ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 50, 30, 5, 5
FALLBACK_HEADLIGHTS_COLOR=50,30,5,1     
CHANNEL=1
LAG=0.2


[EMISSIVE_100]
NAME=daylights
INPUT=SPEEDLIMITER
COLOR=1, 1.0, 1.5,50
FALLBACK_BASE_COLOR= 1, 1.0, 1.5,50
LAG=0.1
SIMULATE_HEATING=0 
LOCATION=FRONT
BLINK_REPEAT = 1                 ; just make it blink
BLINK_FREQENCY_HZ = 1.25         ; sets frequency for blinking
BLINK = 1

[EMISSIVE_...]
INPUT='calc:max(SPEEDLIMITER, WIPERS_MODE)-2'
NAME=light_rain
BLINKING_PATTERN= (|0=0|0.0=0|1=0|1.5=0.0|2=1|2.5=1|3=0.0|3.5=0|4=0)
BLINKING_DURATION=0.4
COLOR=75,0,0,10
LAG=0.0
SIMULATE_HEATING=0 
LOCATION=NONE

[INCLUDE: common/selflighting.ini]



[LIGHT_BRAKE_0]
AFFECTS_TRACK=1
COLOR=1, 0, 0, 1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.468203
OFF_COLOR=1, 0.0911936, 0.0265662, 1.05
OFF_FADE_MULT=1.674586
OFF_MIRROR=0.549986
OFF_MULT=0.1
OFF_POSITION=0, 0.54357, -2.56
OFF_RANGE_MULT=0.767561
POSITION=0, 0.547034, -2.43
RANGE=3
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=1
SPOT=135.5
SPOT_EDGE=0.582, 0.582, 0.582
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.3475



[LIGHT_EXTRA_0]    ;interiorLight
BIND_TO_EXTRA_D=1    ; if "1" on/off with "Alt+NUMPAD_8"
COLOR=72,61,139,0.14
DIFFUSE_CONCENTRATION=0.5
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=50
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.0,1.24,0.2
DIRECTION=0,-10,0
RANGE=1.0
RANGE_GRADIENT_OFFSET=0.31
SPECULAR_MULT=1
SPOT=100
SPOT_SHARPNESS=0.5
position=rechts/links, hoch/runter, vorne/hinten

[LIGHT_LED_PANEL_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 8
DIFFUSE_CONCENTRATION=0.8
DIRECTION=-0.5, 1, 1.0
EXTERIOR_ONLY=0
FADE_AT=80
FADE_FAKE_SHADOW=0
FADE_SMOOTH=40
INTERIOR_ONLY=0
LONG_SPECULAR=1
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_RANGE_MULT=0.5
POSITION=-0.513368, 1.05, 0.6
RANGE=1.5
RANGE_GRADIENT_OFFSET=0.1
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=90
SPOT_SHARPNESS=0.6

[LIGHT_LED_PANEL_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 0
DIFFUSE_CONCENTRATION=0.8
DIRECTION=-0.5, 1, 1.0
EXTERIOR_ONLY=0
FADE_AT=80
FADE_FAKE_SHADOW=0
FADE_SMOOTH=40
INTERIOR_ONLY=0
LONG_SPECULAR=1
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_RANGE_MULT=0.5
POSITION=-0.513368, 1.05, 0.6
RANGE=1.5
RANGE_GRADIENT_OFFSET=0.1
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=90
SPOT_SHARPNESS=0.6

[EXTRA_FX_EMISSIVE_99]
MESHES = daylights
COLOR=10
RANGE = 0.2
EXTERIOR_ONLY = 1
SPLIT_ELEMENTS = 1

[EXTRA_FX_EMISSIVE_100]
MESHES = headlights
COLOR=50
RANGE = 0.3
EXTERIOR_ONLY = 1
SPLIT_ELEMENTS = 1

[EXTRA_FX_EMISSIVE_...]
MESHES = REARLIGHT_?
COLOR=1,0,0,0.1
RANGE = 0.1
EXTERIOR_ONLY = 1
SPLIT_ELEMENTS = 1
DIRECTED=0

[EXTRA_FX_EMISSIVE_...]
MESHES = light_rain
COLOR=1,0,0,0.1
RANGE = 0.1
EXTERIOR_ONLY = 1
SPLIT_ELEMENTS = 1
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = signal_f?
COLOR=1,0.5,0,100
RANGE = 0.1
EXTERIOR_ONLY = 1
SPLIT_ELEMENTS = 1
DIRECTED=1


[TYRES_FX_FRONT]
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0

[TYRES_FX_REAR]
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0


[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_TYRES]
ANGLE=6
OFFSET=0
OPACITY=0.3
WIDTH=0.05
EXTRA_AMBIENT_BRIGHTNESS=0.0

[BRAKEDISC_FX]
DEBUG = 0
OVERRIDE_DIFFUSE_MAP=1
OVERRIDE_NORMAL_MAP=0
REFLECTION_F0 = 0.15, 0.4     ; base reflection intensity; ceramic: 0.16, 0.44
REFLECTION_SHARPNESS = 5, 130  ; aka ksSpecularEXP for reflection blurriness; ceramic: 10, 10
SPECULAR = 0.6, 1
GLOW_MULT = 0.8
CUTS=0
WEAR_MULT=0
CERAMIC=0
ROUGHNESS=0
RIM_RADIUS = 0.3  ; inside radius of a rim
RIM_HEIGHT = 0.2
DISC_INTERNAL_RADIUS=0.13
DISC_RADIUS=0.191

[BRAKEDISC_FX_REAR]
DEBUG = 0
DISC_INTERNAL_RADIUS=0.113
DISC_RADIUS=0.169

[LIGHT_BRAKEDISCS_FRONT]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.5, 0, 1.2
DEBUG=0
DIFFUSE_CONCENTRATION=0.88
DIRECTION=1, 0, 0
EXTERIOR_ONLY=1
FADE_AT=30
FADE_SMOOTH=5
GLOW_BOUNDARY_FROM=1
GLOW_BOUNDARY_TO=10
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_RANGE_MULT=0.5
POSITION=0, 0, 0
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=130
SPOT_SHARPNESS=0.8

[LIGHT_BRAKEDISCS_REAR]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.5, 0, 1.2
DEBUG=0
DIFFUSE_CONCENTRATION=0.88
DIRECTION=1, 0, 0
EXTERIOR_ONLY=1
FADE_AT=30
FADE_SMOOTH=5
GLOW_BOUNDARY_FROM=1
GLOW_BOUNDARY_TO=10
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_RANGE_MULT=0.5
POSITION=0, 0, 0
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=130
SPOT_SHARPNESS=0.8


[WIPERS]
WIND_THRESHOLDS_KMH = 60, 250  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around

[WIPERS_TRACE_...]
SURFACE = polySurface820, _polySurface1550
WIPERS = geo_tergi_1_3, geo_tergi_2_2

[INCLUDE_...]
INCLUDE=common/gt3_exhaust_glow.ini
VAR_0=ExhaustPoint, 0.0,0.40,-1.8
VAR_1=ExhaustLightPoint, 0.0,0.40,-2.0
VAR_3=ExhaustMeshes_PerPixel, exhaust 
VAR_7=ExhaustRadiusThicknessInv,0.01 
VAR_6=ExhaustRadiusInner, 3
VAR_8=ExhaustAreaScale,80, 85, 80
VAR_9=ExhaustNormalsK, 0.9
VAR_10=ExhaustLightRange,0.2
VAR_2=ExhaustGlowTint, 0.15
VAR_11=ExhaustTemperatureMin, 77
VAR_12=ExhaustTemperatureMax, 105

[PARTICLES_FX_EXHAUST]
COLOR=0.7, 0.75, 0.9, 0.5
GAS_LAG=0.9
GROW=1, 1
INTENSITY=0.05, 0.1
INTENSITY_MULT=1
LIFE=1.6, 2
POSITION_OFFSET=0, 0, 0
SPAWN_OFFSET=0.02, 0.02
SPEED=0.4, 0.8
SPEED_THRESHOLD=5, 20
SPREAD=1, 1
STARTING_SIZE=0.03, 0.03
TEMPERATURE_LAG=0.9995
TEMPERATURE_THRESHOLD=40, 60

;EXT PBR

;[Material_InteriorPBR]
;Materials = EXT_REAR_LIGHT
;Smoothness = 0.1
;Reflectance = 0.5
;HasDetailNormals = 1
;CubemapReflectionBlur = 0
;BrightnessAdjustment = 0.5
;OcclusionMult = 1
;DetailScale=1
;RESOURCE_1 = txNormalDetail
;RESOURCE_TEXTURE_1 = flat_nm.dds
;RESOURCE_0 = txNormal
;RESOURCE_REF_0 = txNormalDetail
;DetailNormalBlend = 0

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = EXT_REAR_LIGHT
SHADER = ksPerPixelMultiMap_emissive
PROP_...= emChannelsMode, 1
PROP_...= ksDiffuse, 1
RESOURCE_2 = txEmissive
RESOURCE_COLOR_2 = 1,1,1


[Material_InteriorPBR]
Materials = EXT_FRONT_LIGHTS
Metalness = 1
BrightnessAdjustment = 1
LocalReflectionsSharpness =1
Reflectance = 1
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = EXT_Lights_NM.dds
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = flat_nm.dds
DetailNormalBlend = 0
Smoothness = 0.7

[Material_InteriorPBR]
Meshes = headlights
Metalness = 1
BrightnessAdjustment = 0.4
LocalReflectionsSharpness =1
Reflectance = 1
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = EXT_Lights_NM.dds
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = flat_nm.dds
DetailNormalBlend = 0
Smoothness = 0.7

[Material_InteriorPBR]
Meshes = daylights
Metalness = 0.5
BrightnessAdjustment = 0.2
LocalReflectionsSharpness =0
Reflectance = 0.5
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = EXT_Lights_NM.dds
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = flat_nm.dds
DetailNormalBlend = 0
Smoothness = 0.7

[Material_InteriorPBR]
Meshes = polySurface1369.001
Metalness = 0.0
BrightnessAdjustment = 0.5
LocalReflectionsSharpness =1
Reflectance = 0.2
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = EXT_Lights_NM.dds
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = flat_nm.dds
DetailNormalBlend = 0
Smoothness = 1
PROP_...=extColoredReflection,1
PROP_...=extColoredReflectionNorm,1
OcclusionMult = 1

[Material_InteriorPBR]
Materials=ext_black_glossy
BrightnessAdjustment = 0.02
Smoothness = 1
Reflectance = 0.02
HasDetailNormals = 0
DetailScale = 100
CubemapReflectionBlur = 0
DOUBLE_FACE_SHADOW_BIASED = 1
OcclusionMult = 1

[Material_Carbon]
Materials = EXT_CARBON
DetailScale = 700
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 0.8
BrightnessAdjustment = 0.4
DetailNormalBlend = 0.3
Reflectance = 0.35

[Material_Plastic_v2]
Materials=EXT_PLASTIC
BrightnessAdjustment = 0.1
Reflectance = 0.2
DetailScale = 150
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.1
DetailNormalBlend = 1
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials=ext_plastic3
BrightnessAdjustment = 0.5
Reflectance = 0.2
DetailScale = 150
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.0
DetailNormalBlend = 1
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials=blackparts
BrightnessAdjustment = 0.1
Reflectance = 0.0
DetailScale = 150
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.1
DetailNormalBlend = 1
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1


[Material_Metal_v2]
Materials = EXT_exhaust
Metalness = 1
BrightnessAdjustment = 0.5
LocalReflectionsSharpness = 0.1
Reflectance = 0.2
DetailScale = 5
DetailNormalPBRSmoothnessGamma = 0.5
OcclusionMult = 0.7
OcclusionMap = 0, 1    ; in what range occlusion scales
SmoothnessMap = 0, 1   ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 0.5, 1    ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1  ; same for smoothness (blue channel of txMaps)
PROP_...=emSkipDiffuseMap,1



[Material_InteriorPBR]
Materials = EXT_Mechanicals
Metalness = 0.5
BrightnessAdjustment = 0.5
LocalReflectionsSharpness = 0.3
Reflectance = 0.2
DetailScale = 1
OcclusionMap = 0, 1    ; in what range occlusion scales
SmoothnessMap = 0, 1  ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 0, 1    ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1  ; same for smoothness (blue channel of txMaps)

[Material_Metal]
Materials = EXT_Cooler
Metalness = 1
BrightnessAdjustment = 0.5
LocalReflectionsSharpness = 0
Reflectance = 1
HasDetailNormals = 1
DetailNormalPBRFormat = 0
OcclusionMap = 0, 1  ; in what range occlusion scales
SmoothnessMap = 0, 1  ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 1, 1    ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1  ; same for smoothness (blue channel of txMaps)
DetailNormalBlend = 5
OcclusionMult = 1

;INT PBR

[Material_Carbon]
Materials=_int_carbon
BrightnessAdjustment = 0.5
HasDetailNormals = 1
Smoothness = 0.7
Reflectance = 0.5
CubemapReflectionBlur = 0.2
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearCoatIntensity = 0.8
DetailScale = 1000
DetailNormalBlend = 0.5
OcclusionMult = 1
OcclusionMap = 0, 1    ; in what range occlusion scales
SmoothnessMap = 0, 1  ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 0, 1    ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1

[Material_Plastic_v2]
Materials=_int_plastic
Smoothness = 0.4
Reflectance = 0.5
HasDetailNormals = 1
DetailScale = 50
CubemapReflectionBlur = 1
DOUBLE_FACE_SHADOW_BIASED = 1
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.0
BrightnessAdjustment = 0.3
DetailNormalBlend = 0.5
DetailNormalPBRFormat = 1
DetailNormalPBRSmoothnessGamma = 0.3
OcclusionMap = 0, 1    ; in what range occlusion scales
SmoothnessMap = 0, 1  ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 0, 1    ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1

[Material_InteriorPBRDetail]
Materials=_INT_METAL
BrightnessAdjustment = 0.4
OcclusionMult = 1
DetailScale = 140
DetailNormalBlend = 0.5
OcclusionMap = 0, 1  ; in what range occlusion scales
SmoothnessMap = 0, 1   ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 0, 0    ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1

[Material_InteriorPBR]
Materials=int_electronik_glossy
Smoothness = 0.99
Metalness = 0 
Reflectance = 0.2
BrightnessAdjustment = 0.4
OcclusionMult = 1
OcclusionMap = 0, 1    ; in what range occlusion scales
SmoothnessMap = 1, 1   ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 0, 1    ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1
CubemapReflectionBlur = 0

[Material_Aluminium_v2]
Meshes = GEO_STEER10_SUB0
Metalness = 1
Reflectance = 0.2
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1,0.7,0,1
DetailScale = 0
DetailNormalBlend = 0.1
DetailNormalPBRSmoothnessGamma = 0.7
OcclusionMap = 1
PROP_...= extColoredReflection, 1
OcclusionMap = 0, 1    ; in what range occlusion scales
SmoothnessMap = 0, 1   ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 1, 1    ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1

[Material_Aluminium_v2]
Materials=INT_STEER_ALU
Metalness = 0.2
Reflectance = 0.2
Smoothness = 0.2
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0
DetailScale = 10
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 0.7
CubemapReflectionBlur = 2
LocalReflectionsSharpness = 0

[Material_Aluminium_v2]
Materials=INT_ELECTRONIC_ALU
Metalness = 0.7
Reflectance = 0.2
Smoothness = 0.2
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0
DetailScale = 0
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
CubemapReflectionBlur = 0
LocalReflectionsSharpness = 0

[Material_InteriorPBRDetail]
Materials=_INT_SEAT_ALCNT
DetailNormalPBRFormat = 1
Smoothness = 0.4	 ; smoothess before it’s scaled by texture
Metalness = 0     ; metalness before it’s scaled by texture
Reflectance = 0.1	 ; reflectance before it’s scaled by texture
BrightnessAdjustment = 0.5
DetailScale = 20
DetailNormalPBRReflectance = 1     ; how much txNormalDetail does occlude diffuse (for better use of texture range, you can make it more constast and then tune down here)
DetailNormalPBRSmoothness = 1       ; strength of gloss modification (alpha)
DetailNormalPBRMetalness = 0        ; strength of metalness map (alpha of txDetail)
DetailNormalPBRSmoothnessGamma = 1 
DetailNormalBlend = 1
OcclusionMap = 0, 1    ; in what range occlusion scales
SmoothnessMap = 0, 1   ; same for smoothness (for it, green channel of txMaps is used)
MetalnessMap = 0, 0   ; same for metalness (red channel of txMaps; sure it’s a questionable idea, but here we are)
ReflectanceMap = 0, 1

[Material_InteriorPBRDetail]
Materials=INT_STEER_ALCNT
Smoothness = 0.5 ; smoothess before it’s scaled by texture
Metalness = 0      ; metalness before it’s scaled by texture
Reflectance = 0.0 ; reflectance before it’s scaled by texture
BrightnessAdjustment = 0.2
DetailScale = 20

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=0.5
DIRT=0.5
DOWN_SHIFT=0.5
ENGINE_EXT=0.6
ENGINE_INT=0.55
GEAR_EXT=0.5
GEAR_GRIND=0.5
GEAR_INT=0.5
HIT=0.5
HORN=0.5
LIMITER=0.5
SCRAPE=0.5
SKID_EXT=0.4
SKID_INT=0.4
TRACTION_CONTROL_EXT=0.1
TRACTION_CONTROL_INT=0.1
TRANSMISSION=1
TURBO=0.4
WHEEL=0.4
WIND=0.5

[SHADER_REPLACEMENT_0]
MATERIALS = lumi_front
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
PROP_... = emSkipDiffuseMap, 1
PROP_... = ksEmissive, 200, 200, 200

[LED_PANEL_0]
MESHES = LUMI_FRONT      ; target mesh
TEXTURE_SLOT = txEmissive       ; target texture slot
RESOLUTION = 1024, 512          ; resolution of newly generated texture
MASKS_PACK = lumirank_font.zip  ; name of a pack with LED masks
DIGIT_0 = 33, 50, 256, 410      ; X, Y, width and height of a first digit
DIGIT_1 = 386, 50, 256, 410     ; X, Y, width and height of a second digit
DIGIT_2 = 738, 50, 256, 410     ; X, Y, width and height of a third digit
                                ; you can set as many digits as you need
BASE_COLOR = '#1adf00', 0.5    ; base color (when it’s not flashing)
FLASHING_COLOR = '#1eff00', 1  ; color for flashing
FLASHING_APPLY_MASK = 1        ; should mask be applied to flashing

FLASHING_PERIOD = 3.5        ; N24 flashing: period in seconds
FLASHING_TIME = 1.2          ; for how long it would flash in seconds
FLASHING_FREQUENCY = 6       ; flashing frequency in Hz
FLASHING_ACTIVE_SHARE = 0.7  ; how much time during flashing it spends in active stage

ROLE_0 = POSITION     ; first role
ROLE_1 = DRIVER_NAME
ROLE_2 = TEXT
ROLE_2_TEXT = GT4

ROLE_DURATION = 3     ; how much time in seconds each role lasts

 ;RACELOGIC

[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = INT_Racelogic
PROP_...= emChannelsMode, 1
PROP_...= emSkipDiffuseMap, 1
RESOURCE_2 = txDiffuse
RESOURCE_COLOR_2 = 0,0,0

[ANIMATION_...]
INPUT='calc:1-EXTRA_A-SPEEDLIMITER'       		 ; bind to reverse gear
FILE = anim_RL_P1.ksanim   	 ; file name of new animation in “animations” folder
TIME = 0.1                  ; animation time
INPUT_AS_PROGRESS = 0        ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0        ; if set to 0, animation would go to 0% if not triggered, and 
AFFECTS_INTERIOR_SHAPE = 0
INPUT_LUT= (0=1|1=0)

[ANIMATION_...]
INPUT='calc:EXTRA_A-SPEEDLIMITER'      		 ; bind to reverse gear
FILE = anim_RL_P2.ksanim   	 ; file name of new animation in “animations” folder
TIME = 0.1                  ; animation time
INPUT_AS_PROGRESS = 0        ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0        ; if set to 0, animation would go to 0% if not triggered, and 
AFFECTS_INTERIOR_SHAPE = 0
INPUT_LUT= (0=1|1=0)

[ANIMATION_...]
INPUT='calc:SPEEDLIMITER'    		 ; bind to reverse gear
FILE = anim_RL_Pit.ksanim   	 ; file name of new animation in “animations” folder
TIME = 0.1                  ; animation time
INPUT_AS_PROGRESS = 0       ; set to 1 to switch to that second input-as-progress mode
LOOP_WHILE_ACTIVE = 0        ; if set to 0, animation would go to 0% if not triggered, and 
AFFECTS_INTERIOR_SHAPE = 0 
INPUT_LUT= (0=1|1=0)

[ANIMATION_...]
FILE=car_door_l.ksanim
TIME= 1.5
BIND_TO_EXTRA_C=1

[ANIMATION_...]
FILE=car_door_r.ksanim
TIME= 1.5
BIND_TO_EXTRA_C=1

[EMISSIVE_...]
INPUT='calc:1-EXTRA_A-SPEEDLIMITER'
NAME=Racelogic
CHANNEL=0
COLOR=1,1,1,1
LAG=0.0
SIMULATE_HEATING=0 
LOCATION=NONE

[EMISSIVE_...]
INPUT='calc:EXTRA_A-SPEEDLIMITER'
NAME=Racelogic
CHANNEL=2
COLOR=1,1,1,1
LAG=0.0
SIMULATE_HEATING=0 
LOCATION=NONE

[EMISSIVE_...]
INPUT='calc:EXTRA_A-SPEEDLIMITER'
NAME=Racelogic
CHANNEL=3
COLOR=1,1,1,0.02
LAG=0.0
SIMULATE_HEATING=0 
LOCATION=NONE

[EMISSIVE_...]
INPUT=SPEEDLIMITER
NAME=Racelogic
CHANNEL=1
COLOR=1,1,1,1
LAG=0.0
SIMULATE_HEATING=0 
LOCATION=NONE

[DI_LAP_COUNT_...]
INPUT = LAP_COUNT
DIGITAL_ITEM = 13

[DI_SPEED_WHEELS_...]
INPUT = SPEED_WHEELS
DIGITAL_ITEM = 15
DIGITAL_ITEM_NUMBER_FORMAT = 3.1

[DI_OIL_TEMPERATURE_...]
INPUT = OIL_TEMPERATURE
INPUT_MULT=1.2
DIGITAL_ITEM = 4
DIGITAL_ITEM_NUMBER_FORMAT = 1.0


[EXTRA_SWITCHES]
SWITCH_A = Racelogic Laptime/Delta
SWITCH_D = interior lighting
SWITCH_C = open doors
SWITCH_C_FLAGS =  STATIONARY_ONLY; Switch flags (optional)