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

[SCRIPTABLE_DISPLAY_...]
MESHES =wwww	; mesh the SCRIPTABLE_DISPLAY draws onto.
SCRIPT = 123.lua


[SCRIPTABLE_DISPLAY_...]
MESHES = interior_1_SUB6	; mesh the SCRIPTABLE_DISPLAY draws onto.
SCRIPT = CLUSTER_TRD.lua
──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 1
──────────────────────────────────────────────
[BASIC]
IS_LOW_BEAM_AVAILABLE = 1

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

[BRAKEDISC_FX]
ACTIVE = 1
DISC_RADIUS = 0.3          ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.05  ; radius of an inside part of a brake disc
────────────────────── DOUBLE SIDED MESH ────────────────────────
[SHADER_REPLACEMENT_...]
MESHES = 
CULL_MODE = DOUBLESIDED
────────────────────── TRANSPARENT ────────────────────────
[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MESHES = bodyshell_SUB8
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = fer_f12_13_gauge_lite
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MESHES = HDKL
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND
──────────────────────────────────────────────
[EXTRA_FX]
MASK_GBUFFER =material:EXT_GLASS,material:EXT_RED_GLASS,headlight_l_SUB002
SKIP_GBUFFER = 
GLASS_FILTER = 
────────────────────── EXHAUST ────────────────────────
[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

[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT = 1
TEMPERATURE_MULT =1
SIZE_MULT =  1
INTENSITY_MULT =1

[EXHAUST_FLAMES]
DISCHARGE=1.0 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=.5; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=.1 ; delay after throttle lift
DISCHARGE_DURATION=.5 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=.58; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=.1; flame size
DISCHARGE_RPM_THRESHOLD_MAX=10000; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=6000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=75
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0.03 ; after upshift
FLAT_SHIFT_DURATION=0.002 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=100 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=0.1 ; flame size
FLAT_SHIFT_PROBABILITY=0.89 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6000
LIMITER=1.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.0001 ; flame size
LIMITER_RPM_THRESHOLD=2 ; limiter flames will not shoot below this rpm

[SHAKING_EXHAUST_0]
MESHES =EX
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.175, 0.35, 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


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

[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1

[AUDIO_VOLUME]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=1.0
ENGINE_INT=1.0
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
HIT = 1
SCRAPE = 1
WHEEL = 1
SKID_EXT = 1
SKID_INT = 1


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

;Plate Light
[EMISSIVE_LIGHT_...]
NAME=platelight
COLOR=23,16,9
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8
CHANNEL = 0

[LIGHT_LICENSEPLATE]
MESHES=extra_6_SUB1
OFFSET= 0.01 ,0.01, -0.02
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.4
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=23,16,9,.5
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


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

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

Low Beam + Highbeam
[EMISSIVE_HIGHBEAM_...] 
NAME=HDL
COLOR=220,220,230, 1
FALLBACK_HEADLIGHTS_COLOR=220,220,230, .5
LAG=0.2
SIMULATE_HEATING=0.5

Low Beam + Highbeam
[EMISSIVE_HIGHBEAM_...] 
NAME=headlight_l_SUB002
COLOR=33
FALLBACK_HEADLIGHTS_COLOR=15
LAG=0.2
SIMULATE_HEATING=0.5

; DRL
[EMISSIVE_LIGHT_...]  
NAME=headlight_l_SUB0
COLOR=120,120,120
OFF_COLOR=120,120,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[LIGHT_HEADLIGHT_0]
COLOR=1,1,1.1,30			
POSITION=0, 0.7, 2.1	
MIRROR=0.69				
LOWBEAM_RANGE_MAX=150 	
LOWBEAM_RANGE_MULT =100	
HIGHBEAM_RANGE_MAX=150	
DIRECTION=-0, -0.1,1	


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

;DRL 
[EMISSIVE_LIGHT_...] 
NAME=taillight_l_SUB0,taillight_r_SUB0
COLOR=50, 2, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

; Brakelights 
[EMISSIVE_BRAKE_...] 
NAME=brakelight_l,brakelight_r
COLOR=50, 2, 0,5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=
COLOR=50, 5, -10,5
FALLBACK_HEADLIGHTS_COLOR = 50, 5, -10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME=brakelight_m
COLOR=110, 0, 0, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 0, 0, 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[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, -2.2
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
────────────────────── REVERSE LIGHT ────────────────────────

; Reverse Lights
[EMISSIVE_REVERSE_...] 
NAME =reversinglight_l_SUB0 ; name (one or more) of a mesh to glow
COLOR = 10,10,10,2     ; glowing color if condition is met
LAG = 0.5                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0        ; 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_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, -2.15
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=125
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4
────────────────────── INDICATORS ────────────────────────

; Front Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...]  
NAME=indicator_lf_SUB0
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Left Mid Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=M123
COLOR=100,20,0,5
LAG=0.5
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Rear Left Turnsignal 
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=indicator_lr_SUB1
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Front Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=indicator_rf_SUB0
COLOR=100,20,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Mid Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=bodyshell_SUB7
COLOR=100,20,0,5
LAG=0.5
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

; Rear Right Turnsignal 
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=indicator_rr_SUB0
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
────────────────────── REFRACTION ────────────────────────



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

; Cluster Light
[EMISSIVE_LIGHT_...] 
NAME=star001
COLOR=100,0,0
LAG=0.2
LOCATION=INTERIOR
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] 
NAME=SCREEN2,interior_1_SUB6,interior_1_SUB7,SCREEN1
COLOR=2
OFF_COLOR=3
LAG=0.2
LOCATION=INTERIOR
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] 
NAME=interior_1_SUB5
COLOR=.2
OFF_COLOR=.2
LAG=0.2
LOCATION=INTERIOR
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] 
NAME=interior_1_SUB4
COLOR=10
OFF_COLOR=5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

; Interior Decal Lights
[EMISSIVE_LIGHT_...] 
NAME=123,5551
COLOR=2,2,2
OFF_COLOR=4
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] 
NAME=wwww
COLOR=5
OFF_COLOR=10
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

; Arrows Light
[EMISSIVE_LIGHT_...] 
NAME=ARROW_LED_RPM
COLOR=3
OFF_COLOR=2
LAG=0.2
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 ────────────────────────
[Navigator_StyleModernDark]
Meshes = SCREEN2
@ = Navigator_Size, Resolution = "512, 512", Size = "175, 248", Offset = "0, 260", Scale = 2.0
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100

;other navigators
[Navigator_StyleRacing]
[Navigator_StyleSimpleDark]
[Navigator_StyleAndroidAuto]
[Navigator_StyleModernDark]

[Navigator_AndroidAuto]
Meshes = 
Resolution = 740,640
Size = 640, 640
Offset = 50, 0
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1

[CAR_STEREO_...]
MESHES = 
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 ────────────────────────
; Interior Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=GEO_DISPLAY_LIGHT001
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

; Interior Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=GEO_DISPLAY_LIGHT002
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

; Interior High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=GEO_DISPLAY_LIGHT003
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Low Beam
[EMISSIVE_LIGHT_...] ; 
NAME=GEO_DISPLAY_LIGHT
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

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

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

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

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

;Warning Traction In Action
[EMISSIVE_TRACTIONCONTROL_INACTION_0] 
COLOR=20,4,0.1,3.5
NAME=Warning_Light08
TOGGLE_VISIBILITY = 0
LAG=0.2

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

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

; Warning Tyre Pressure
[EMISSIVE_...] 
NAME=
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

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

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

────────────────────── INTERIOR EMISSIVE FX ────────────────────────


[EXTRA_FX_EMISSIVE_...]
MESHES =123,5551
RANGE = 0.01              ; 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
INTERIOR_ONLY = 1
EMISSIVE_TWEAK = 1
;CLUSTER EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MESHES = interior_1_SUB5,interior_1_SUB4  ; list of meshes
RANGE = 0.16   
COLOR = 7       
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK = 0
COVERAGE = 1     
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = SCREEN2,interior_1_SUB6  ; list of meshes
RANGE = 0.07   
COLOR = 1         
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK = 0
COVERAGE = 2.4      
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0   

[EXTRA_FX_EMISSIVE_...]
MESHES = interior_1_SUB7  ; list of meshes
RANGE = 0.1  
COLOR = .3         
DIRECTED = 1           
INTERIOR_ONLY = 1        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK = 1
COVERAGE = 2   
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0   

[EXTRA_FX_EMISSIVE_...]
MESHES = SCREEN1 ; list of meshes
RANGE = 0.06  
COLOR = 2         
DIRECTED = 1           
INTERIOR_ONLY = 0        
EXTERIOR_ONLY = 0        
EMISSIVE_TWEAK = 1
COVERAGE = 8   
SAMPLES_LIMIT = 100     
SPLIT_ELEMENTS = 0
NORMAL_SHIFT = 0   
────────────────────── OUTSIDE EMISSIVE FX ────────────────────────


[EXTRA_FX_EMISSIVE_...]
MESHES =headlight_l_SUB0
RANGE = 0.01
COLOR =.1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK =0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 2
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0


[EXTRA_FX_EMISSIVE_...]
MESHES = indicator_lf_SUB0,indicator_rf_SUB0
RANGE = 0.04
COLOR =.1
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK =0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = .01

[EXTRA_FX_EMISSIVE_...]
MESHES = indicator_rr_SUB0,indicator_lr_SUB1,reversinglight_l_SUB0
RANGE = 0.05
COLOR =.05
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK =0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = .01

[EXTRA_FX_EMISSIVE_...]
MESHES = brakelight_m
RANGE = 0.05
COLOR =.01
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK =0
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 5
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 0
NORMAL_SHIFT =0



[INCLUDE: common/selflighting.ini]

[LIGHT_EXTRA_...]
BIND_TO_LIGHTS=1
AMBIENT_INFLUENCE = 0
COLOR=25,0,0
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=900
FADE_SMOOTH=50
MIRROR=0.405
POSITION=, 0.551, 0.23
DIRECTION=0,-1,0
RANGE=0.6
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT = 0.2
SPOT=170

[LIGHT_EXTRA_...]
BOUND_TO =HDL
AMBIENT_INFLUENCE = 0
COLOR=255,255,255,11
DIFFUSE_CONCENTRATION = 1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=900
FADE_SMOOTH=50
MIRROR=0.73, 0, 0
POSITION=, 0.71, 1.91
DIRECTION=0,0,1
RANGE=0.35
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT = 2
SPOT=120
────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Solid]
Materials=EXT_caliper
FresnelMax = 0.5
FresnelC = 0.08
FlakesK = 0.05
BrightnessAdjustment = 1.0
SpecularBase = 1.0, 40
SpecularSun = 0.01, 900
UseDiffuseAlphaAsMask = 1
ClearCoatThickness = 0.04

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

;assets
RESOURCE_0 =
RESOURCE_TEXTURE_0 =
ColorSource = DIFFUSE

[Material_InteriorPBR]
Materials = 
BrightnessAdjustment = 1
Brightness = 
Metalness = 0
Reflectance = 0
DetailScale =0
CubemapReflectionBlur = 0
Smoothness =0
HasDetailNormals=0



[Material_Metal_v2]
Materials = EXT_Rim_Base
BrightnessAdjustment = 0.1
DetailScale = 10
Metalness = 0.8
Smoothness = 0.4
Reflectance = 0.4
LocalReflectionsSharpness = 0
DetailNormalPBRSmoothness = 0.5
DetailNormalPBRSmoothnessGamma = 1.5

[SHADER_REPLACEMENT_...]
MATERIALS=
PROP_...=ksAmbient, 0.0
PROP_...=ksDiffuse, 0.0
PROP_... = fresnelMaxLevel, 0
PROP_... = fresnelC, 0
PROP_... = fresnelEXP,0

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]
Meshes =
MatrixType = IPS         ; 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 Fake Leather
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.2
DetailScale =80
DetailNormalBlend = -0.5
Reflectance = 0.02
Smoothness = 0.1


;Int Smooth Plastic
[Material_Plastic_v2]
Materials=
Smoothness=0.9
DetailScale=0
Brightness=0.15

;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_Velvet_v2]
Meshes = 
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 1, 0, 0, 1
UseClothShading = 1
Reflectance = 0.8
DetailScale = 60
ClothSheenColor = 1,1,1
BrightnessAdjustment = 0.1

;Int Detailed Leather
[Material_LeatherDetailed]
Materials =
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

;Int Leather 1
[Material_Leather]
Materials= INT_LEATHER_1
DetailScale = 150
Brightness = 1

[Material_Leather]
Materials=INT_LEATHER_PERF
DetailTexture = leather02_perforated_darkgrey.dds
DetailNormalTexture = leather02_perforated_normals.dds
DetailScale =33
Brightness = 1
Reflectance = 0.01

;Int Leather 1
[Material_Leather]
Materials= INT_LEATHER_SEATS
DetailScale = 150
Brightness = 1
Reflectance = 0.01

;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 Metal
[Material_Metal_v2]
Materials =
Metalness = 0.5
Reflectance = 0.5

[Material_Aluminium_v2]
Materials=INT_METAL
Metalness = 0.2
Reflectance = 0.4
BrightnessAdjustment = 0.25
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 1
DetailScale = 5
DetailNormalBlend = 1.0
DetailNormalPBRSmoothnessGamma = 3

[Material_DigitalScreen]
Meshes = 
MatrixType = VA
ScreenScale = 480x240
SCreenAspectRatio = 1.0
UseTextureCoordinates = 1

[Material_Plastic_v2]
Materials = INT_PLASTIC
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 1
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailScale = 80
DetailTextureBlur = 1
BrightnessAdjustment = 0.2

[Material_Fabric_v2]
Materials = INT_FABRIC
Reflectance = 0.03
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
UseClothShading = 1
ClothSheenColor = 1, 1, 1
DetailScale = 62

;Int Alu 1 
[Material_Aluminium_v2]
Materials = pedalstypebeat
Metalness = 0.2
Reflectance = 0.0
BrightnessAdjustment = 0.04
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale =15
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

;Int brushed
[Material_Metal_v2]
Materials = 
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_brushed.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_brushed_detail.dds
DetailNormalBlend = 1
DetailScale = 5
Metalness = 0.9
BrightnessAdjustment = 0.2
Smoothness = 0.9
Reflectance = 0.5
DetailNormalPBRSmoothness = 1.75


────────────────────── MATERIALS (EXTERIOR) ────────────────────────
[Material_Aluminium_v2]
Materials= 
Smoothness = 0.0
Metalness = 0.4
Reflectance = 0.4
BrightnessAdjustment = 0.4
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.4
DetailScale = 60
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0.05
ApplyTilingFix = 1

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

;Ext Metal
[Material_Metal_v2]
Materials = EXT_LOGOS_BRUSHED_METAL
BrightnessAdjustment = 0.25
DetailScale = 50
Metalness = 0.6
Reflectance = 0.1

;Ext Coloured Light
[Material_Aluminium_v2]
Materials =(shiny coloured textured of the tails housing (orange turn signals, red shiny textures) go here)
Smoothness = 0.05
Metalness = 1
Reflectance = 2
BrightnessAdjustment = 0.35
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=0

;Ext Metal Headlight House
[Material_Metal_v2]
Materials = 
Smoothness = 0.5
Metalness = 0.9
Reflectance = 0.6
BrightnessAdjustment = 1
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1



;Ext Metal Headlights
[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.6
DetailScale = 0
Metalness = 0.9
Reflectance = 0.1
LocalReflectionsSharpness = 0.3
DetailNormalPBRSmoothnessGamma = 0.4

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

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =EXT_GLOSS_PLASTIC
Metalness = 0.0
Reflectance = 0.02
Smoothness = 0.8
BrightnessAdjustment = 0.10
ApplyTilingFix = 0
DetailScale = 0

[Material_Carbon]
Materials = EXT_CARBON_1

[Material_Carbon]
Materials = INT_CARBON
DetailScale = 270
────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]

ExteriorGlassHeadlightsMeshes=
ExteriorGlassFilmedMaterials=

;Clear Glass
[Material_Glass]
Meshes =headlight_r_SUB1
ThicknessMult = 1
IOR = 2.2
ExtraLightsAdjustment = 0
PROP_1... = ksAmbient, 0.01



;Photoelastic Glass
[Material_PhotoelasticGlass]
Meshes = 
PhotoelasticityMult = 0.1

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


; Red Glass
[Material_Glass]
Materials = EXT_RED_GLASS
IOR = 2          ; looks better like this
FilmIOR = 2      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1 ; thicker glass passes less light through
ProfileFix = 0    ; adds thickness to glass for glazing angles
MaskPass = 1.2      ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment
BrightnessAdjustment =1
Desaturate = 0

; Window Glass
[Material_Glass]
Materials=EXT_WINDOWS
MaskPass=0.1
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=1
Desaturate=0
FilmIOR=2.2



────────────────────── MATERIALS (TIRES) ────────────────────────
[SHADER_REPLACEMENT_...] ; Tyres
MESHES = interior_3_SUB1
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.01
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 0

[SHADER_REPLACEMENT_...] ; Tyres
MESHES = interior_2_SUB13,interior_2_SUB4
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelC, 0.3
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 0


[SHADER_REPLACEMENT_...] ; Tyres
MESHES = interior_2_SUB3
SHADER=KsPerPixel
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
DOUBLE_FACE_SHADOW_BIASED = 0



────────────────────── might be useful ────────────────────────
[ANIMATION_...]
INPUT = 
FILE = 
TIME = 1.0
INPUT_AS_PROGRESS = 0
LOOP_WHILE_ACTIVE = 0
LOOP_KEEP_UNTIL_DONE = 1
TICK_TOCK_MODE = 0
AFFECTS_INTERIOR_SHAPE = 0

────────────────────── HIDE ────────────────────────
[EMISSIVE_EXTRA_x_0] 
BIND_TO_EXTRA_x=1
BIND_TO_HEADLIGHTS=0
NAME = 
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.31
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1


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

[XEMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=12,10,8
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── 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




[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

[!EXTRA_SWITCHES]
SWITCH_A = Foglight
SWITCH_B = Rear foglight
SWITCH_C = Interior dome light
SWITCH_D = Bat wing air intake
