w[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: navigators_maps.ini]

────────────────────── Digital Shit────────────────────────

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 500
NAME= rpm_1
COLOR=2,0,0,2
TOGGLE_VISIBILITY = 1


[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 1000
NAME= rpm_2
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1


[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 1500
NAME= rpm_3
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 2000
NAME= rpm_4
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 3000
NAME= rpm_5
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 3500
NAME= rpm_6
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 4000
NAME= rpm_7
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 4500
NAME= rpm_8
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 5000
NAME= rpm_9
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 5500
NAME= rpm_10
COLOR=2,2,2,2
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 6000
NAME= rpm_11
COLOR=2,1.5,0,3
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 6300
NAME= rpm_12
COLOR=2,0.6,0,3
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
INPUT= RPM
INPUT_THRESHOLD = 6300
NAME= rpm_13
COLOR=2,0,0,3
TOGGLE_VISIBILITY = 1

[EMISSIVE_OIL_TEMP_...]
INPUT=OIL_TEMP
INPUT_LUT =(|0=0|1.9=1|35=1|99=1|111=1|)
NAME = water_1
COLOR=1,1,1,3    
OFF_COLOR=0,0,0,0
SIMULATE_HEATING=0.99
TOGGLE_VISIBILITY=1

──────────────────────────────────────────────
[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

────────────────────── ANALOG ARROWS ────────────────────────

[ANALOG_INDICATOR_...]
INPUT=WATER_TEMPERATURE
NAME=
ZERO=-0.0
STEP=-1.195

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=
ZERO=5.0
STEP=-0.195

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = 
ZERO=-8.000
MIN_VALUE=0
STEP=0.029
SPEED_LAG = 0.66
INPUT_LAG_UP = 0.75
INPUT_LAG_DOWN = 0.75

[INSTRUMENTS]
RPM_VINTAGE =0 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

────────────────────── Exterior PBR Shaders────────────────────────
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[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 = 0         ; 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

────────────────────── DOUBLE SIDED MESH ────────────────────────
[SHADER_REPLACEMENT_...]
MESHES = 
CULL_MODE = DOUBLESIDED
────────────────────── TRANSPARENT ────────────────────────
[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = 
IS_TRANSPARENT = 1
──────────────────────────────────────────────
[REFLECTIONS_FX]
;Light Glass
MASK_GBUFFER =bodyshell_SUB4,bodyshell_SUB5
;Interior Glass
SKIP_GBUFFER = 
;Int Stitch
MASK_GBUFFER = door_pside_f_SUB9,misc_a_SUB12,door_dside_f_SUB10,steeringwheel_SUB5
────────────────────── EXHAUST ────────────F────────────
[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]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.00 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY= 0.05 ; flame size
ANTILAG_INTERVAL_MAX=0.3
ANTILAG_INTERVAL_MIN=0.08
ANTILAG_TURBO_THRESHOLD=0.1
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1.0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.0 ; delay after throttle lift
DISCHARGE_DURATION=0.7 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.9; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.02; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=5500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=0 ; on upshift
FLAT_SHIFT_COOLDOWN=0.03 ; after upshift
FLAT_SHIFT_DURATION=0.002 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=40 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=1.0 ; flame size
FLAT_SHIFT_PROBABILITY=1.0 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=4000
LIMITER=0.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.0001 ; flame size
LIMITER_RPM_THRESHOLD=6500 ; limiter flames will not shoot below this rpm

[INCLUDE: common/gt3_exhaust_glow.ini]

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = 
COLOR = 25, 3, 0, 0.35
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 82
INPUT_MAX = 92
INPUT_LUT = (| 82 = 0 | 92 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[SHAKING_EXHAUST_0]
MESHES = chassis_SUB3
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.175, 0.45, 0.1

[PARTICLES_FX_EXHAUST_...]
POSITION = 
DIRECTION = 
COLOR = 0.75,0.8,1
LIFE = 1, 0.03 				    ; how long particles last in the air before disappearing
SPEED = 0.5, 8 				    ; how fast smoke particles fly from the exhaust
SPREAD = 0.1				    ; initial spread of particles
STARTING_SIZE = 0.035			; initial size of particles
SPAWN_OFFSET = 0.01			    ; initial spawn point offset (length-wise)
INTENSITY = 0.1, 0.5			; smoke intensity
TEMPERATURE_LAG = 1			    ; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

────────────────────── LICENSE PLATE LIGHTS ────────────────────────

[LIGHT_LICENSEPLATE] ; License Plate 
; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= extra_3_SUB2
OFFSET=-0.15, 0.081, 0.01
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.4
SPOT=77
SPOT_SHARPNESS=0.2
COLOR=2,2,2,5
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

────────────────────── LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Lowbeam 
NAME=headlight_r,headlight_l
COLOR=120,120,100      
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=
COLOR=120,120,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL 
NAME=
COLOR=120,120,120
OFF_COLOR=120,120,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── TAIL LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; DRL 
NAME=taillight_l,taillight_r
COLOR=50, 2, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights 
NAME=
COLOR=50, 1, 0,3
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5



[EMISSIVE_BRAKE_...] EMERGENCY BRAKE
NAME=brakelight_m
COLOR=250, 1, 1, 0.3
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 250, 1, 1, 0.3
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

────────────────────── REVERSE LIGHT ────────────────────────

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =reversinglight_r,reversinglight_l ; name (one or more) of a mesh to glow
COLOR = 10,10,10     ; glowing color if condition is met
LAG = 0.0                   ; 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

────────────────────── FOG LIGHTS ────────────────────────

[EMISSIVE_EXTRA_B_0] 
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME = extra_2_SUB0,extra_2_SUB1,extra_2_SUB4,extra_2_SUB3
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_...]
SURFACE = 
INSIDE = 
SYNC_EMISSIVE_AUTO=1


────────────────────── INTERIOR LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=misc_a_SUB7
COLOR=2,2,2,0.5
OFF_COLOR=2,2,2,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=Gps,Plane001
COLOR=2,2,2
OFF_COLOR=2,2,2,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=bag,stbadge,bbb11,bb33355
COLOR=2,2,2
OFF_COLOR=2,2,2,0.5
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=
COLOR=2,2,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

;RPM
[EMISSIVE_...]
NAME = 
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 7500
COLOR = 1,00,0,0.1
BLINKING_PATTERN=(|0=3||1=0|)
BLINKING_DURATION=0.15

────────────────────── STERO/GPS ────────────────────────

[Display_AndroidAuto] ; Android Auto [!!ONLY WORKS WITH 1.78PREVIEW+]
Meshes =Gps  ; display mesh
Resolution = 1100, 989   ; texture resolution
Size = 653, 322        ; size of the screen area
Offset = 05, 290              ; left top corner of screen area
Scale =1.5                 ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera
aftermarketComponent=1

[Navigator_StyleSygic]
Meshes = 
@ = Navigator_Size, Resolution = "2048, 1024", Size = "459, 286", Offset = "10, 11", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

;Other Navigators
[Navigator_MapDark]
[Navigator_MapModern]
[Navigator_MapModernDark]
[Navigator_StyleSygic]
[Navigator_MapSygic]
[Navigator_MapRacing]
[Navigator_MapNavitel]

[CAR_STEREO_...]
MESHES = Geometry82_SUB18
RESOLUTION = 512, 128
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 512, 128
BACKGROUND = 0, 0, 0, 1
FONT = digital_big
TEXT_0 = "{Artist} - {Track}"
TEXT_0_NOALBUM = "{Artist} - {Track}"
TEXT_0_NOARTIST = "{Track}"
TEXT_0_FALLBACK = "FM{Random:1,4} {Random:80,120}.{Random}"
TEXT_0_ALIGN = CENTER
TEXT_0_START = 26, 16
TEXT_0_LETTER = 24, 64
TEXT_0_LETTERS_LIMIT = $" floor((512 - 26 * 2) / 24) "
TEXT_1 = "{Time:%p %I:%M}"
TEXT_1_ALIGN = CENTER
TEXT_1_START = 26, 84
TEXT_1_LETTER = 12, 28
TEXT_1_LETTERS_LIMIT = 8
ICON_0 = @SOURCE
ICON_0_FALLBACK = FM
ICON_0_START = 174, 84
ICON_0_SIZE = 17, 24
ANIMATION_0 = 10, 4
ANIMATION_0_START = 204, 80
ANIMATION_0_BLOCK = 24, 4
ANIMATION_0_MARGIN = 4, 4
ANIMATION_0_BASE_ROW = BOTTOM

────────────────────── WARNING LIGHTS ────────────────────────

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=Left_Int_Turn
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=Right_Int_Turn
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=Warning_High_Beam_Light_Indicator
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=Warning_Side Light
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1

[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1.5
NAME=
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

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

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1] ; Warning Traction Off 2
NAME=
TOGGLE_VISIBILITY = 0
OFF_COLOR=10,3.1,0.1,3
COLOR=0
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0] Warning Traction In Action
COLOR=20,4,0.1,3.5
NAME=Warning_Light08
TOGGLE_VISIBILITY = 1
LAG=0.2

[EMISSIVE_HANDBRAKE_0] ; Warning Handbrake
NAME=Warninglightsbro002
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=Warninglightsbro014
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
[EMISSIVE_...] ; Warning Engine
NAME=Warninglightsbro004
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Warning Tyre Pressure
NAME=Warning_Light05
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_...] ; Warning Fuel
NAME=warning_fuel
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...] ; Stalled Manual Only
NAME=Warninglightsbro017
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.3

[EMISSIVE_...] ; Stalled Manual Only
NAME=Warninglightsbro005, Warninglightsbro010
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

────────────────────── INTERIOR EMISSIVE FX ────────────────────────
;NEEDLES
[EXTRA_FX_EMISSIVE_...]
MESHES =     
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.015            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 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)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 = …           ; stop emissive if a mesh with given name is visible


;CLUSTER
[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 1
COLOR=110, 64, 20, 0.06
DIFFUSE_CONCENTRATION=0.6
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
SPOT=180
RANGE=0.14
POSITION = 
MIRROR=0, 0, 0
DIRECTION=0, 0.3, -1
LAG=0.3
SPECULAR_MULT=10
SPOT_SHARPNESS=0


[EXTRA_FX_EMISSIVE_...]
MATERIALS = badge
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.3                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0
INTERIOR_ONLY = 1

;Cluster Emissive
[EXTRA_FX_EMISSIVE_...]
MESHES =misc_a_SUB7   ; list of meshes
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.14      ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10,10,10,0.8             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 =          ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =Gps  ; list of meshes
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.14      ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 10,10,10,0.8             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 =          ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =Plane001  ; list of meshes
DIGITAL_INSTRUMENTS = 0  ; 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 = 10,10,10,0.2             ; 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)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; 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 =          ; stop emissive if a mesh with given name is visible


────────────────────── OUTSIDE EMISSIVE FX ────────────────────────


;LIGHT CAST
[LIGHT_EXTRA_...]
BOUND_TO = headlight_l
AMBIENT_INFLUENCE = 1
COLOR=270,250,200, 1.5
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.1
FADE_AT=50
FADE_SMOOTH=53
MIRROR=0.716
POSITION=0, 0.613, 1.68
DIRECTION=-0.6, 0, 1
RANGE=0.1
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=72
SPOT_SHARPNESS=0.001




────────────────────── OUTSIDE EMISSIVE FX (Taillight) ────────────────────────

[EXTRA_FX_EMISSIVE_...]
MESHES =taillight_r,taillight_l  ; list of meshes
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.04      ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 25,0,0,0.02             ; 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)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 7       ; 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 =10           ; 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 =          ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES =brakelight_ml  ; list of meshes
DIGITAL_INSTRUMENTS = 0  ; 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 = 25,0,0,0.01             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 11           ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 7       ; 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 =10           ; 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 =          ; stop emissive if a mesh with given name is visible

────────────────────── INDICATORS ────────────────────────

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=bodyshell_SUB0
COLOR=100,20,0
OFF_COLOR=120,120,120,0.2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=
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=brakelight_l
COLOR=100,30,0,1
FALLBACK_BRAKES_COLOR = 50, 0,
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=12345
COLOR=100,20,0
OFF_COLOR=120,120,120,0.2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=
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=brakelight_r
COLOR=100,30,0,1
FALLBACK_BRAKES_COLOR = 50, 0, 
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
────────────────────── LIGHT CAST ────────────────────────

[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=120,100,80,0.05
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.1, 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=0.4
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.0, 0.485, 1.9
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
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=0.568
MIRROR_DIRECTION=0
POSITION=0.0, 0.673, -2.07
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=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.620
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.696, -1.99
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

────────────────────── AUDIO ────────────────────────

[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=0
ENGINE_INT_BOOST=0
TURBO_THROTTLE=0

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1.1
ENGINE_INT=1.2
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
ENGINE_INT = 1
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 = .7
SKID_INT = .7


────────────────────── MATERIALS (EXTERIOR) ────────────────────────

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

; Metallic car paint
[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.06



────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]
Meshes = Gps
MatrixType = TN        ; valid values: IPS, TN
UseTextureCoordinates = 0  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 1920          ; amount of pixels horizontally
ScreenAspectRatio = 7   ; aspect ratio, height/width
Emissive = 0.5          ; screen brightness
FlipXY = 0                 ; rotate display 90°

Int Plastic
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.2
DetailScale = 50
DetailTextureBlur = 1
DetailNormalBlend = 0.5
Reflectance = 0.02
Smoothness = 0.1

Int Plastic/Leather
[Material_Plastic_v2]
Materials = IntPlastic
Reflectance = 0.04
DetailScale = 155
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 1
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
BrightnessAdjustment = 0.5

Int Smooth Plastic
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.25
DetailScale = 0
DetailTextureBlur = 1
DetailNormalBlend = 0
Reflectance = 0.15
Smoothness = 0.2

Int Piano Black
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.9
DetailScale = 0
Reflectance = 0.15
Smoothness = 0.999999

Int Alcantara
[Material_Velvet_v2]
Materials = 
DetailScale=70
DetailNormalBlend = 1
BrightnessAdjustment=0.17
ApplyTilingFix=0

Int Carpet
[Material_Carpet_v2]
Materials=IntCarpet
DetailScale=80
BrightnessAdjustment = 1
Reflectance = 0.04
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

Int Leather
[Material_Leather_v2]
Materials =
Reflectance = 0.01
DetailScale = 80
DetailNormalBlend = 0.15
BrightnessAdjustment = 0.22
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08

[Material_LeatherDetailed]
Materials =Interior,int_leather_color
Smoothness = 0
Reflectance = 0.004
ApplyTilingFix = 0
HasDetailNormals = 1
DetailNormalBlend = 0.1
DetailScale = 140
DetailNormalPBRFormat = 1
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.5

[Material_LeatherPoked_v2]
Materials =IntVentedLeather
DetailScale = 50
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_pattern.dds
DetailNormalIntensity = 2
DetailNormalPBRSecondaryColor = 0, 0, 0, 10
DetailNormalPBRReflectance = 10
BrightnessAdjustment = 0.5


;Int Old Leather
[Material_Leather_v2]
Materials = 
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 100
BrightnessAdjustment = 0.34

;Int Alu 1 
[Material_Aluminium_v2]
Materials = int_chrome
BrightnessAdjustment = 0.22
Metalness = 0.2
Reflectance = 0.3
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

;Int Aluminium 2
[Material_Metal_v2]
Materials=
DetailScale=0
Brightness=1
Metalness=0.2
Reflectance = 1.4

;Int Brushed Metal
[Material_Metal_v2]
Materials = int_momo_metal
BrightnessAdjustment = 0.56
Reflectance = 0
DetailScale = 40
DetailNormalBlend = 0.12
Smoothness = 0.8
ColorSource = DIFFUSENORMALIZED
DetailNormalTexture = metal_brush_nm.dds
ApplyTilingFix = 1
PROP...=isAdditive, 0
PROP_...=pbReflectionBlurEnv, 1
DetailNormalPBRFormat = 1
DetailNormalPBRSmoothnessGamma = 1
DetailNormalPBRReflectance = 1
OcclusionMult = 1
Metalness = 0.9
CubemapReflectionBlur = 0.2

;Int Carbon
[Material_Carbon]
Materials=
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=165
Brightness=0.4
DetailNormalBlend=1

[Material_Fabric_v2]
Materials=int_fabric
Reflectance = 0.02
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
Reflectance = 0.4
ClothSheenColor = 1, 1, 1

────────────────────── MATERIALS (EXTERIOR) ────────────────────────

;Ext Rim Chrome
[Material_Aluminium_v2]
Materials = CAR_diskbrake_static
BrightnessAdjustment = 0.2
DetailScale = 0
Metalness = 0.3
Reflectance = 0.5
LocalReflectionsSharpness = 1

;Ext Metal
[Material_Metal_v2]
Materials = ExtChrome
Metalness = 0.11
Reflectance = 0.11
Brightness = 0.3
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0


;Ext Metal Headlights
[Material_Metal_v2]
Materials = light_diff
BrightnessAdjustment = 0.5
DetailTexture = txDiffuse
Metalness = 0.5
Reflectance = 0.1
LocalReflectionsSharpness = 0.3
DetailNormalPBRSmoothnessGamma = 0.4

;Ext Metal Old
[Material_MetalOld_v2]
Meshes = chassis_SUB7,chassis_SUB1
Metalness = 0.11
Reflectance = 0.11
Brightness = 0.3
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials = ExtPlastic
BrightnessAdjustment = 0.2
DetailScale = 0
Reflectance = 0.025
Smoothness = 0.999999

;Ext Rough Chrome
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.15
Reflectance = 0.7
Metalness = 0.5
Smoothness = 0.6
DetailScale = 35
DetailTextureBlur = 1
DetailNormalBlend = 0.2

;Ext carbon
[Material_Carbon]
Materials=ExtCarbon
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 1420
BrightnessAdjustment = 0.25
────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]

;Clear Glass
[Material_Glass]
Materials =glass22
FilmIOR = 1.6
Maskpass = 2
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
BrightnessAdjustment = 0.1
ExtraLightsAdjustment = 0.00
ThicknessMult = 1

;Photoelastic Glass
[Material_PhotoelasticGlass]
Materials = 
PhotoelasticityBaseScale =     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.00  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.0   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale =   ; how many stripes are there
ProfileFix = 0.02



;Interior Glass
[Material_Glass]
Materials = 
FilmIOR = 1.25 
ThicknessMult = 2
ProfileFix = 0

;Glass Nm
[Material_Glass]
Materials= 
IOR = 3              ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ProfileFix = 0.03    ; adds thickness to glass for glazing angles
UseNormalMapWithAlpha = 1
BrightnessAdjustment = 0.5
ThicknessMult = 2.5

; Red Glass Nm
[Material_Glass] 
Materials = ext_glass_red
IOR = 1.5        ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 8; thicker glass passes less light through
ProfileFix = 0.1    ; adds thickness to glass for glazing angles
MaskPass = 6       ; mask pass opacity
MaskPassColor = 255, 50, 00  ; mask pass color adjustment
Desaturate = 0.0 
Refraction = 1
BrightnessAdjustment = 0.4
ExtraLightsAdjustment = 0.01

; Red Glass
[Material_Glass]
Materials = glass22_red
IOR = 1.8              ; 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 = 0.06    ; adds thickness to glass for glazing angles
MaskPass = 1.1            ; mask pass opacity
MaskPassColor = 40, 0.9, 0
BrightnessAdjustment = 0.5

; Window Glass
[Material_Glass]
Materials=ExtWindows
MaskPass=0.6
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=1
Desaturate=0
FilmIOR=1.52
────────────────────── MATERIALS (TIRES) ────────────────────────
[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = Tyre
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1





