[INCLUDE: common/materials_interior.ini]

[INCLUDE: common/materials_carpaint.ini]

[INCLUDE: common/custom_emissive.ini]

[INCLUDE: common/selflighting.ini]

[INCLUDE: common/materials_glass.ini]


[EXTRA_FX]
MASK_GBUFFER = ext_bulb_glass, ext_glass
SKIP_GBUFFER = int_stitching_grey, int_buttons_non_lit, ext_bulb_glass, ext_rim_gazoo_text, ext_rim_stamps, ext_rim_stamps.001, ext_rim_gazoo_text.001, ext_rim_gazoo_text.003, ext_rim_stamps.003, ext_rim_gazoo_text.002, ext_rim_stamps.002, ext_bolts, ext_mirror_text, ext_bake_fog_housing, ext_baked_brake_housing_emissive, ext_baked_reverse_light_housing_emissive, ext_indicator_housing_baked_left, ext_indicator_housing_baked_right, int_window_stans, ext_glass, ext_glass_red, ext_body_fl, ext_fog_glass

[SHADER_REPLACEMENT_...]
MATERIALS = int_gear_stitching, int_seat_stitching_red, int_seat_stitching_grey, int_buttons, int_modes, int_dash_warnings, ext_windscreen, ext_baked_lights_housing_emissive, ext_bolts, int_window_dots_top, ext_objects_in_mirror, int_windscreen, int_window_stans, ext_glass, ext_glass_red, ext_rim_stamps, ext_rim_stamps_gazoo, ext_glass_fog, int_glass
BLEND_MODE = ALPHA_BLEND   
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = int_details_nm
BLEND_MODE = OPAQUE  
IS_TRANSPARENT = 0

[SHADER_REPLACEMENT_...]
MESHES = int_wheel_gr_logo
BLEND_MODE = OPAQUE  
IS_TRANSPARENT = 0

[Material_Plastic]
Materials =ext_plastic_smooth, 
BrightnessAdjustment = 0.05
Smoothness = 1
Reflectance = 0.2
LocalReflectionsSharpness = 0.1
CubemapReflectionBlur = 0.075
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearcoatThickness = 0.2
ClearCoatIntensity = 1
OcclusionMap = 0.775,1

[Material_Metal_v2]
Materials= ext_gr_logo
Metalness = 1
Reflectance = 0.1
Smoothness = 0.1
Brightness = 1
DetailNormalBlend = 1
DetailScale = 0

[Material_Plastic_v2]
Meshes= ext_wiper.002, ext_wiper, ext_wiper.003, ext_wiper.001, ext_plastic.001
Reflectance = 0.04
Smoothness = 0.3
DetailNormalBlend = 0.5
DetailScale = 40
BrightnessAdjustment = 0.1

[Material_Plastic_v2]
Materials =ext_wiper_grill, ext_detail_nm
Reflectance = 0.04
Smoothness = 0.7
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.06

[Material_Metal]
Materials= ext_forged_carbon
Metalness = 0.9
Reflectance = 0.1
Smoothness = 0.5
Brightness = 0.2
DetailNormalBlend = 1
DetailScale = 10

[Material_Metal]
Materials= ext_caliper_metal
Metalness = 0.1
Reflectance = 0.2
Smoothness = 0.8
Brightness = 1
ApplyTilingFix=1
DetailNormalBlend = 0.4
DetailScale = 100

[Material_Metal]
Materials= ext_bolts
Metalness = 0.8
Reflectance = 0.2
Smoothness = 0.1
Brightness = 0.1
ApplyTilingFix=1
DetailNormalBlend = 1
DetailScale = 100

[Material_Metal]
Materials= chrome_non_ao, ext_chrome_emissive
Metalness = 0.8
Reflectance = 0.2
Smoothness = 0.1
Brightness = 0.5
ApplyTilingFix=1
DetailNormalBlend = 1
DetailScale = 100

[SHADER_REPLACEMENT_...]
MATERIALS = ext_tyre, 
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.14
PROP_... = fresnelMaxLevel, 0.0
PROP_...=ksSpecular, 0.0
PROP_...=ksSpecularEXP, 0

[Material_Glass]
Materials = ext_glass_red
MaskPass = 30    ; mask pass opacity
MaskPassColor = 220,10,5
IOR =2        ; looks better like this
FilmIOR = 2     ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.3; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
usenormalmap = 1

[INCLUDE: common/materials_glass.ini]
[Material_PhotoelasticGlass]
Materials = ext_glass, 
ThicknessMult = 2; 5
IOR = 1.5; 2.0
;BrightnessAdjustment = 0.8
Desaturate = -1; 1
EXTRA_MASK_PASS = 0
EXTRA_MASK_PASS_OPACITY = 128
PhotoelasticityMult = 0.3
ProfileFix = 0.02;0.04
ExtraLightsAdjustment = 0.02; 0.8
FresnelC = 0.15
UseNormalMap = 0

[Material_Glass]
Meshes = ext_bulb_glass
ThicknessMult = 2; 5
IOR = 1.5; 2.0
;BrightnessAdjustment = 0.8
Desaturate = 0; 1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 0
PhotoelasticityMult = 0.3
ProfileFix = 0.02;0.04
ExtraLightsAdjustment = 0.02; 0.8
FresnelC = 0.03
UseNormalMap = 0

[Material_PhotoelasticGlass]
Materials = ext_glass_fog, 
ThicknessMult = 2; 5
IOR = 1.5; 2.0
;BrightnessAdjustment = 0.8
Desaturate = -1; 1
EXTRA_MASK_PASS = 0
EXTRA_MASK_PASS_OPACITY = 128
PhotoelasticityMult = 0.3
ProfileFix = 0.02;0.04
ExtraLightsAdjustment = 0.02; 0.8
FresnelC = 0.15
UseNormalMap = 0

[Material_Metal_v2]
Materials= ext_chrome, ext_chrome_emissive, ext_caliper_chrome, ext_rim_nozzle
Metalness = 0.8
Reflectance = 0.1
Smoothness = 0.1
Brightness = 1
DetailNormalBlend = 1
DetailScale = 0

[Material_Metal_v2]
Materials= ext_rim_center_cap
Metalness = 0.8
Reflectance = 0.1
Smoothness = 0.1
Brightness = 0.5
DetailNormalBlend = 1
DetailScale = 0

[SHADER_REPLACEMENT_...]
MATERIALS = ext_reflector, ext_reflector_orange
PROP_... = extBounceBack, 0.4
PROP_... = extColoredReflection, 1
PROP_... =fresnelMaxLevel, 0.45
PROP_... = isAdditive, 2
PROP_...=ksAmbient, 0.02
PROP_...=ksDiffuse, 0.02
PROP_...=ksSpecular, 0.1
PROP_...=ksSpecularEXP, 30

[Material_CarPaint_Solid]
Materials = ext_US_Plate
NormalsMode = BASIC
UseMetallicReflections = 0
FresnelMax = 0.3
FresnelC = 0.25
ClearCoatThickness = 0.05
ColoredSpecular = 1
AmbientSpecular = 0.5
BrightnessAdjustment = 1

[Material_Glass]
Materials = ext_windscreen
MaskPass = 1       ; mask pass opacity
IOR = 1.5          ; looks better like this
FilmIOR = 1.7      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 2.5 ; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
usenormalmap = 1
MaskPass = 9    ; mask pass opacity
MaskPassColor = 10 , 12, 10

[Material_Glass]
Meshes = ext_windows
MaskPass = 1       ; mask pass opacity
IOR = 1.5          ; looks better like this
FilmIOR = 1.7      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 4.5 ; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
usenormalmap = 1
MaskPass = 9    ; mask pass opacity
MaskPassColor = 10 , 12, 10

[Material_CarPaint_Metallic]
CarPaintMaterial = ext_rim_metal, 
FresnelMax = 0.2
FresnelC = 0.2
BrightnessAdjustment = 0.025 ; compensates for ambient specular
ColoredSpecular = 0.2
AmbientSpecular = 0.4
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0
BaseSpecularColor = 50, 50, 50  ; specular color
PearlescentSpecular = 0.0    ; offset specular color from base color in a way similar to pearl car paints
AmbientSpecular = 0.3       ; ambient specular by Stereo
AmbientSpecularEXP = 2    ; concentration of specular ambient
FlakesK =2

[Material_Metal_v2]
Materials = ext_rim_stamps
Metalness = 0.1
Reflectance = 0.1
Smoothness = 0.1
Brightness = 0.01
DetailNormalBlend = 1
DetailScale = 1

[Material_Metal_v2]
Materials = ext_rim_stamps_gazoo
Metalness = 0.1
Reflectance = 0.1
Smoothness = 0.1
Brightness = 0.7
DetailNormalBlend = 1
DetailScale = 2

[Material_Metal]
Meshes = ext_headlight_housing
Metalness = 0.7
Reflectance = 1
Smoothness = 1
Brightness = 0.2
DetailNormalBlend = 1
DetailScale = 2

[SHADER_REPLACEMENT_...]
MESHES = ext_headlight_housing
PROP_...=ksAmbient, 0.01
PROP_...=ksDiffuse, 0.01

[Material_Leather]
Materials = int_dash_leather, 
Reflectance = 0.05
Smoothness = 0.5
DetailNormalBlend = -1.5
ColorSource = DIFFUSE
DetailNormalPBRSmoothnessGamma = 0.5
DetailTextureBlur = 1
BrightnessAdjustment = 0.5
DetailScale = 150

[Material_Leather]
Meshes = int_wheel_airbag
Reflectance = 0.05
Smoothness = 0.5
DetailNormalBlend = -1.5
ColorSource = DIFFUSE
DetailNormalPBRSmoothnessGamma = 0.5
DetailTextureBlur = 1
BrightnessAdjustment = 0.05
DetailScale = 150

[Material_Plastic]
Materials = int_rough_plastic
Reflectance = 0.1
Smoothness = 0.6
DetailNormalBlend = 0.5
BrightnessAdjustment = 0.3
ApplyTilingFix = 1
DetailScale = 500

[Material_Plastic]
Meshes = int_wheel_gr_logo
Reflectance = 0.1
Smoothness = 0.6
DetailNormalBlend = 0.5
BrightnessAdjustment = 0.2
ApplyTilingFix = 0
DetailScale = 0

[Material_Plastic]
Materials = int_smooth_plastic, 
Metalness = 0.01
Reflectance = 0.1
Smoothness = 0.55
BrightnessAdjustment = 0.4
ApplyTilingFix = 1
DetailScale = 0

[Material_Plastic]
Materials = int_press, 
Metalness = 0.01
Reflectance = 0.1
Smoothness = 0.55
BrightnessAdjustment = 0.15
ApplyTilingFix = 0
DetailScale = 1

[Material_Plastic]
Materials = int_airbags, 
Metalness = 0.01
Reflectance = 0.1
Smoothness = 0.55
BrightnessAdjustment = 0.1
ApplyTilingFix = 1
DetailScale = 0

[Material_Plastic]
Materials = int_rough_plastic_details, 
Metalness = 0.01
Reflectance = 0.1
Smoothness = 0.55
BrightnessAdjustment = 0.05
ApplyTilingFix = 1
DetailScale = 0

[Material_Plastic]
Materials = int_details_nm, 
Metalness = 0.01
Reflectance = 0.1
Smoothness = 0.55
BrightnessAdjustment = 0.05
ApplyTilingFix = 1
DetailScale = 0

[Material_Plastic]
Materials = int_glossy_plastic, 
Metalness = 0.01
Reflectance = 0.5
Smoothness = 1
BrightnessAdjustment = 0.4
ApplyTilingFix = 1
DetailScale = 0
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearcoatThickness = 0
ClearCoatIntensity = 1
OcclusionMap = -0.775,1

[Material_Plastic]
Materials = int_welds, 
Metalness = 0.01
Reflectance = 0.4
Smoothness = 1
BrightnessAdjustment = 0.1
ApplyTilingFix = 1
DetailScale = 0

[Material_InteriorPBR]
Materials =int_chrome, 
BrightnessAdjustment = 1
Metalness = 0.7
Reflectance = 0.5
DetailScale = 20
CubemapReflectionBlur = 0.5
Smoothness = 0.7
HasDetailNormals=0

[Material_Velvet_v2]
Materials = int_alcantara
UseClothShading = 1
Reflectance = 0
DetailScale = 50
ClothSheenColor = 2,2,2
BrightnessAdjustment = 0.3
ApplyTillingFix = 1

[Material_Velvet_v2]
Meshes = int_wheel_alcantara.001
UseClothShading = 1
Reflectance = 0
DetailScale = 50
ClothSheenColor = 2,2,2
BrightnessAdjustment = 1
ApplyTillingFix = 1

[Material_Velvet_v2]
Materials = int_carpet,
BrightnessAdjustment = 0.2
DetailScale = 20
ApplyTilingFix = 1

[Material_Carpet]
Materials = int_seat_fabric,
BrightnessAdjustment = 0.2
DetailScale = 500
DetailNormalBlend = -1
ApplyTilingFix = 0

[Material_Carpet]
Materials = int_seat_zips,
BrightnessAdjustment = 0.05
DetailScale = 500
DetailNormalBlend = -1
ApplyTilingFix = 0

[Material_DigitalScreen]
Meshes = int_screen, 
ScreenScale = 300
ScreenAspectRatio = 0.5
MatrixType = IPS

[Material_Metal_v2]
Materials= ext_metal
Metalness = 0.1
Reflectance = 0.1
Smoothness = 0.5
Brightness = 0.1
DetailNormalBlend = 1
DetailScale = 1

[Material_Metal_v2]
Materials= int_speakers
Metalness = 0.1
Reflectance = 0.1
Smoothness = 0.1
Brightness = 0.1
DetailNormalBlend = 1
DetailScale = 1

[SHADER_REPLACEMENT_...]
;gauge
MATERIALS = int_dome_light_emissive
SHADER = ksPerPixelMultiMap_emissive
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
RESOURCE_4 = txEmissive
RESOURCE_TEXTURE_4 = interior_light_emissive.dds