[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]

;;;;;;;;; BMW M4 LCI 2018 | TGN x Fanum ;;;;;;;;; 
; Conversion: TGN Modding / Origin: Assetto Corsa
; Ambient Occlusion: Mr. Suzuki
; Interior Details: Mr. Suzuzi
; Physics: Mr. Suzuki
; Custom Shaders Patch: Mr. Suzuki

; Download Link: https://www.facebook.com/groups/tgnmodding
; Patreon: https://www.patreon.com/TGNModding 
; Discord: https://discord.gg/Vam77j5UPu


;;;;;;;;; Data Replacement ;;;;;;;;; 
[DATA] 
DISABLE_LIGHTSINI = 1

[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

[INSTRUMENTS]
FUEL_SPLASH_MULT=0
HAZARDS_G_THRESHOLD=1.5
SPEED_FIX=0.2
SPEED_LAG=0.1
SPEED_LIMIT=0

;;;;;;;;; Exterior PBR Shaders / By Mr. Suzuki ;;;;;;;;; 
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.52
OFFSET=-0.09
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=0
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.52
OFFSET=-0.09
WIDTH=0.1

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1         ; use ceramic look
CARVED = 30              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.72   ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.110
DISC_RADIUS = 0.200
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.08 0.3
WEAR_FORCE = 0.6
;GLOW_FORCE = 0.0

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = EXT_Glass_Front_Outer ,EXT_Glass_Rear_Outer

[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend
MESHES = 
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = Material #25
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[Material_Glass] ; Red Taillights Glass
Materials = EXT_Glass_Emissive_Rear
FilmIOR = 1.8
ExtraLightsAdjustment = 0.05
BrightnessAdjustment = 0.1
Refraction = 1
Desaturate = 0
ThicknessMult = 2

[Material_Glass] ; Windows
Materials = Windows_alfa
FilmIOR = 2.3
ExtraLightsAdjustment = .2
BrightnessAdjustment = .3
Refraction = 1
Desaturate = 00
ThicknessMult = 1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
MaskPassColor=20,20,20

[Material_PhotoelasticGlass] ; Headlights
Materials = EXT_Glass_Emissive_Front
FilmIOR = 2.0
PhotoelasticityMult = 0.15  ; doesn’t look good if too high
ThicknessMult = 1.0
BrightnessAdjustment = 0.3
ExtraLightsAdjustment = 0.35
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale = 3.5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.328  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.325   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3.5   ; how many stripes are there
ProfileFix = 0.0

[WIPERS] ; Wiper Shake 
FRONT_0= 
FRONT_1= 
REAR_0= 
WIND_THRESHOLDS_KMH = 150, 350 ; 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 


[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; Exhaust Glow
MESHES = 
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 50
INPUT_MAX = 60
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0

[EXHAUST_FLAMES] ; CSP Flames Configuration
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=10 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=65000
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=0.95 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=1; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7200 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=.1 ; flame size
FLAT_SHIFT_PROBABILITY=.5 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6900
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=.1 ; flame size
LIMITER_RPM_THRESHOLD=7300 ; limiter flames will not shoot below this rpm

;;;;;;;;; Exterior Lights / By Mr. Suzuki ;;;;;;;;; 
[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=ShutUpPrvvy
COLOR=0,0,0
OFF_COLOR=100,100,200
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_LIGHT_...] ; DRL
NAME=lensrfl_a-2,lenslfl_a-1
COLOR=7,9,12,4
OFF_COLOR=7,9,12,4
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=headlightr_a-13,headlightl_a-13
COLOR=70,100,130,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=headlightl_a-12,headlightr_a-12
COLOR=70,100,130,10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR=70,100,130,2

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=HIGH_BEAM
COLOR=70,100,130,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL Taillights - Colour MUST MATCH "50,2,-10"
NAME=EXT_Emissive_Taillights
COLOR=50, 5, -10,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...]
NAME=EXT_Emissive_Brakes , g_Rear_Light_Center_SUB1
COLOR=50, 0, -10,15
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR=50, 0, -10,3
INPUT = BRAKE
INPUT_THRESHOLD = 0.94
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking


[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME = EXT_REVERSE               ; name (one or more) of a mesh to glow
COLOR = 10,255,255,10      ; glowing color if condition is met
LAG = 0.2                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_LICENSEPLATE] ; License Plate 
; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= Plate_LODA
OFFSET=-0.05, 0.12, 0.0
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.4
SPOT=80
SPOT_SHARPNESS=0.2
COLOR=3,3,10,2
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

; Turn Signals 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal
NAME=headlightrbulbs_a,headlightl_a-11
COLOR=100,20,0,15
OFF_COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=Object784
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=EXT_Emissive_Turnsignal_RL
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR_LEFT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal
NAME= headlightlbulbs_a,headlightr_a-11
COLOR=100,20,0,15
OFF_COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=Object785
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=EXT_Emissive_Turnsignal_RR
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR_RIGHT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Interior Lights
[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=GEO_Cockpit_HR_SUB18
COLOR=2,2,3,2
OFF_COLOR=2,2,3,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=misc_a_SUB14 ,  polymsh_extracted13 
COLOR=2,2,3,2
OFF_COLOR=2,2,3,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=interior_digital_gauge_sport.001 , interior_digital_gauge_sport,Object0771
COLOR=1,1,3,2
OFF_COLOR=1,1,3,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Object0541, Object0531 , Object0551 , Object0561
COLOR=2,2,4,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=Object0581 , Object0571 , Object0601,Object0591
COLOR=20,20,0,.5
OFF_COLOR=20,20,0,.1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Navigation Light
NAME=Object061
COLOR=2,2,2,2
OFF_COLOR=2,2,2,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Buttons Light
NAME=polymsh_SUB5 , GEO_Cockpit_HR_decals_SUB0 , polymsh86_SUB10 , polymsh87_SUB12
COLOR=2,2,3,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

;;;;;;;;; Light Effects Config / By Mr. Suzuki ;;;;;;;;; 

[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.676 ; X Position
DIRECTION = 0, 0,1
POSITION = 0, 0.634, 1.81
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =headlightr_a-12
SPOT_SHARPNESS =0.0
SPOT = 60
COLOR=70,100,130,3
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.549 ; X Position
DIRECTION = 0, 0,1
POSITION = 0, 0.634, 1.81
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =headlightr_a-12
SPOT_SHARPNESS =0.0
SPOT = 60
COLOR=70,100,130,3
SPECULAR_MULT = 1
RANGE = 0.4


DRL
[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.549 ; X Position
DIRECTION = 0, 0,1
POSITION = 0, 0.634, 1.81
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =lensrfl_a-2
SPOT_SHARPNESS =0.0
SPOT = 60
COLOR=7,10,13,8
SPECULAR_MULT = 1
RANGE = 0.4

[SelfLight_Headlights] ; Lowbeam Selflighting
MIRROR = 0.676 ; X Position
DIRECTION = 0, 0,1
POSITION = 0, 0.634, 1.81
AFFECTS_TRACK = 0
DIFFUSE_CONCENTRATION = 0.9
BOUND_TO =lensrfl_a-2
SPOT_SHARPNESS =0.0
SPOT = 60
COLOR=7,10,13,8
SPECULAR_MULT = 1
RANGE = 0.4


[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=70,100,130,.1
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.3, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.695
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=00.0, 0.623, 1.84
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=50
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0

[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.67
MIRROR_DIRECTION=0
POSITION=0.0, 0.826, -2.18
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR = 80,100,130,.1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.389
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0, 0.612, -2.07
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,20,35,10
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.354, 0.933, 0.653
DIRECTION=0,-.5,-1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,20,35,.3
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.354, 0.933, 0.420
DIRECTION=0,-.5,1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=120
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,20,35,5
DIFFUSE_CONCENTRATION=0.5
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.0172, 0.984, 0.600
DIRECTION=0,0,-1
RANGE=.15
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=160
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,20,35,1
DIFFUSE_CONCENTRATION=0.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.0173, 0.794, 0.512
DIRECTION=0,-1,-1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=1
SPOT=160
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,20,35,.3
DIFFUSE_CONCENTRATION=1.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=-0.363, 0.939, -0.280
DIRECTION=0,0,-1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=.1
SPOT=110
SPOT_SHARPNESS=0

[LIGHT_EXTRA_...] ; Interior Ambient Lighting (Cluster, Doors, Pedals, Navigation, Rear Seats)
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=1
COLOR=20,20,35,.3
DIFFUSE_CONCENTRATION=1.9
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
FADE_AT=1.5
FADE_SMOOTH=5
MIRROR=0.0
POSITION=0.37, 0.939, -0.280
DIRECTION=0,0,-1
RANGE=.35
RANGE_GRADIENT_OFFSET=0.0
SPECULAR_MULT=.1
SPOT=110
SPOT_SHARPNESS=0

[ANIMATION_0]
FILE=car_door_L.ksanim
TIME= 2.0
BIND_TO_EXTRA_B=1

[ANIMATION_1]
FILE=car_door_R.ksanim
TIME= 0.9
BIND_TO_EXTRA_C=1

;;;;;;;;; Cluster Config / By Mr. Suzuki ;;;;;;;;; 
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=f81cluster006
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=INSIDE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=f81cluster007
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=INSIDE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=f81cluster005
COLOR=0,0,10,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=f81cluster014
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=f81cluster013
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=f81cluster001
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=10,3.1,0.1,3
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=f81cluster015 , f81cluster016
TOGGLE_VISIBILITY = 0
COLOR=0
INPUT_THRESHOLD = 1
INPUT_THRESHOLD_INVERSE = 1
OFF_COLOR=10,3.1,0.1,3
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_2]
NAME=f81cluster016
TOGGLE_VISIBILITY = 1
COLOR=0
INPUT_THRESHOLD = 1
INPUT_THRESHOLD_INVERSE = 1
OFF_COLOR=10,3.1,0.1,3
LAG=0.0

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=10,3.1,0.1,3
NAME=f81cluster00
TOGGLE_VISIBILITY = 0
LAG=0.2

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=f81cluster003
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Tyre Pressure
NAME=f81cluster002
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...] ; Stalled Manual Only
NAME=warning_seatbelt, warning_airbag
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

[ODOMETER_MAIN]
DIGITAL_ITEM=4
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=5
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=9999

[DI_FUEL_ESTIMATE_DISTANCE_TOTAL_...]
DIGITAL_ITEM = 16
DIGITAL_ITEM_NUMBER_FORMAT = 1.0
OUTPUT_MULTIPLIER = 0.01

"[ITEM_] ; This Goes Into Your Digital_Instruments.ini
VERSION=2
PARENT=
POSITION=-0.133,0.082,0.035
TYPE=PLACE_HOLDER
SIZE=0.017
COLOR=255,255,255,255
INTENSITY=3
FONT=e92_big
ALIGN=CENTER
UNITS=KML

[ITEM_] ; Odometer Main
PARENT=
TYPE=PLACE_HOLDER
TEXT=05448
POSITION=-0.0078, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=LEFT

[ITEM_] ; Odometer Trip
PARENT=
TYPE=PLACE_HOLDER
TEXT=829.8
POSITION=0.000, -0.0365, 0.00
SIZE=0.008
COLOR=300,300,300,300
INTENSITY=3.0
FONT=e92_mid
VERSION=2
ALIGN=RIGHT

[TURBO_BOOST_SERIE_] ; Dynamic Boost Range
PREFIX=
START_INDEX=
END_INDEX=
BOOST_START=-0.0
BOOST_END=1.1

[RPM_SERIE_] ; Digital RPM Gauge
PREFIX=
START_INDEX=0
END_INDEX=25
RPM_START=0
RPM_END=

[LED_] ; RPM Blink LED
OBJECT_NAME=
RPM_SWITCH=6500
EMISSIVE=15,15,0
DIFFUSE=0.3" 

;;;;;;;;; Audio Volume [CAREFULL WITH THIS] / By Mr. Suzuki ;;;;;;;;; 
[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=3
BACKFIRE_INT=3
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1
ENGINE_INT=1
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HORN=1
LIMITER=1
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1
WIND=1

[AUDIO_PITCH]
ENGINE_EXT = 1.00
ENGINE_INT = 1.00
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1
LIMITER = 1
TURBO = 1.0
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1

[EXTRA_FX]
GLASS_FILTER = __navigator_mesh_1
SKIP_GBUFFER = material:INT_Glass_Display

;;;;;;;;; Display Settings [CAREFULL WITH THIS] / By Mr. Suzuki ;;;;;;;;; 
[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes = GEO_Cockpit_HR_SUB18  ; display mesh
Resolution = 1024, 410   ; texture resolution
Size = 1024, 410           ; size of the screen area
Offset = 5, 5              ; left top corner of screen area
Scale = 1                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera

[EXTRA_FX]
DELAYED_RENDER_INTERIOR = material:INT_HUD ; unlike with DELAYED_RENDER, this one would only affect first person mode
MASK_GBUFFER = GEO_Chassis_SUB5

[ANALOG_INDICATOR_...] ;No more high values when you wheel slipped, real M4 don't work like this
OBJECT_NAME=ARROW_SPEED
INPUT = SPEED
INPUT_MAX = 330 ;Yes, stock M4 can't run over, but if speedo edited anyway, why not to make real limit
ZERO=-1
STEP=0.7212121

[ANALOG_INDICATOR_...] ;Oil Temperature
NAME = ARROW_WATER ;In game's car data it maked as water temp gauge, but really it show oil temp
INPUT = OIL_TEMP
INPUT_ADD = 30 ;Default AC's 70° is to low, real working oil temp is around 100°
LUT = (70 = -51|120 = -6|170 = 38)

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = 
DisableDev = 1

[Material_CarPaint_Pearl]
BaseSpecularColor = #4b5320
FresnelMax = 0.2
FresnelC = 0.02
FlakesK = 1
BrightnessAdjustment = 0.95 ; compensates for ambient specular
PearlescentSpecular = 1.0
AmbientSpecular = 1.0
AmbientSpecularEXP = 1.0
ClearCoatThickness = 0.15
SpecularBase = 1, 1500
SpecularSun = 0.1, 1500


[Material_CarPaint_Solid]
BrightnessAdjustment = 1
Materials= bbsface
FresnelMax = 0.03 
FresnelC = 0.01
FlakesK = 1
AmbientSpecular = 0.6
SpecularBase = 0.4, 90
SpecularSun = 0.0, 900
ClearCoatThickness = 0.1


[INCLUDE: common/materials_interior.ini]

[Material_Plastic_v2]
;ENGINE PLASTIC
Materials = PlasticEngine
BrightnessAdjustment = 0.4
DetailScale = 20
Metalness = 0.05
Reflectance = 0.3
OcclusionMap = 0.22

[Material_Metal_v2]
;CHROME_REFLECTIVE
Materials = ChromeEngine
BrightnessAdjustment = 1.0
DetailScale = 12
Metalness = 0.3
Reflectance = 0.35
LocalReflectionsSharpness = 0.4
DetailTexture = 1
OcclusionMap = 0.2

[Material_Glass]
Meshes= EXT_Glass_Rear_Outer
IOR = 2.200          ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.8  ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles
MaskPass = 6           ; mask pass opacity
MaskPassColor = 255, 0.5, 0.5  ; mask pass color adjustment

[Material_Carbon]
Materials= ExtCarbon
DetailScale=380
ClearCoatF0=0.32
Brightness=0.45

[Material_Metal_v2]
;EXHAUST_TIPS
Materials = Exa
BrightnessAdjustment = 0.2
DetailScale = 0
Metalness = 0.1
Reflectance = 0.6
LocalReflectionsSharpness = 0.9
DetailTexture = 1
OcclusionMap = 0.25

HEAD

[Material_Metal_v2]
Materials = DarkHeadligts
BrightnessAdjustment = 0.3
DetailScale = 0
Metalness = 0.6
Reflectance = 0.5
LocalReflectionsSharpness = 0.9
DetailTexture = 33
OcclusionMap = 0.3

[Material_Metal_v2]
Materials = ChromeHeadlights
BrightnessAdjustment = 0.5
DetailScale = 0
Metalness = 0.65
Reflectance = 0.9
LocalReflectionsSharpness = 0.9
DetailTexture =11
OcclusionMap = 0.4

[Material_Metal_v2]
Materials = HeadlightsDiagonalStripes
BrightnessAdjustment = 0.2
DetailScale = 11
Metalness = 0.5
Reflectance = 0.5
LocalReflectionsSharpness = 0.9
DetailTexture = 11
OcclusionMap = 0.8

[Material_InteriorPBRDetail]
Materials = HeadlightsDrl
Smoothness = 0.2
Metalness = 0.6
Reflectance = 0.2
BrightnessAdjustment = 0.4
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 2
HasDetailNormals=1
DetailScale = 1
DetailTexture = 1.0



---------------------------------- INSIDE EMISSIVE FX -------------------------------------------

[EXTRA_FX_EMISSIVE_...]
MESHES = dashstructure_a,centerstackbezels_a-1,centerconsolebezels_a,doorcardlf_a-3,steeringcolumn_a-3,glassoverheadconsole_a-6,doorcardlr_a-2   ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.01              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.003               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.2        ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only




[EXTRA_FX_EMISSIVE_...]
MESHES = podsvetka; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.004               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 1
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1     ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0          ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only


---------------------------------- OUTSIDE EMISSIVE -------------------------------------------
       ; stop emissive if a mesh with given name is visible
-------------------------
INDICATORS

[EXTRA_FX_EMISSIVE_...]
MESHES =  ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.08            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=100,20,0, 0.1              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =  

[EXTRA_FX_EMISSIVE_...]
MESHES = taillightl_a-4,taillightr_a-4,taillightc_a-2    ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.03            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR=50, 2, 0, 0.003              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 1
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =  

