[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]



;;;;;;;;; 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

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

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

[INSTRUMENTS]
RPM_VINTAGE =1 ; 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 / By Mr. Suzuki ;;;;;;;;; 
[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

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = headlight_l_SUB1,headlight_r_SUB1,taillight_l_SUB1,_SUB10,taillight_r_SUB1a

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

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = tyre
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1



[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = COCKPIT_HR_SUB09_002
Resolution = 1024, 660
Size = 1024, 640
Offset = 0, 9
Scale = 1
RearCameraPosition = 0, 0.746, -2.43
aftermarketComponent=1


[LIGHT_LICENSEPLATE] ; License Plate 
; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= Plate_LODA001
OFFSET=-0.21, 0.081, 0.02
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.4
SPOT=105
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

--------------------------FLAMES-------------------------------
[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=1.55 ; 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=6500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0.2 ; delay, in seconds
LIMITER_INTENSITY=.1 ; 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 = Object003
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


 ;       ///WOBBLE BITS///

[WOBBLY_BIT_...]
NAME = Object003    ; name of the node to move
CONNECTED_TO = 1, 1, 1   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.005               ; max range node can move from its original position
DAMPENING_LAG = 0.9            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 100                    ; how much G-forces affect node’s speed
GRAVITY_GAIN = 0.8               ; how much gravity affects node’s speed
OFFSET_GAIN = 700              ; how strong is returning force
STIFF_AXIS = 1, 1, 0            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.5      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don’t want gravity to skew your stuff when car is in neutral position



;;;;;;;;; LIGHTS ;;;;;;;;; 

[EMISSIVE_LIGHT_...] ; Lowbeam 1 
NAME=bodyshell_SUB9
COLOR=183,192,215
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL NOT CASTING LIGHT
NAME=
COLOR=183,192,215
OFF_COLOR=183,192,215
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=dalniysvet
COLOR=183,192,215
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=taillight_l_SUB0,_SUB7,taillight_r_SUB0
COLOR=40, 5, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME=bodyshell_SUB1,_SUB1
COLOR=50, 2, 0,5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_...] ; Brakelights 2 - USE IF DRL + BRAKE IS SAME MESH
NAME=bmw_135icoupe_09_lod0_taillightR_tail_light_lod0___247_vertices_451_faces,bmw_135icoupe_09_lod0_taillightL_tail_light_lod0___247_vertices_449_faces
COLOR=50, 5, -10,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


EMERGENCY BRAKE
[EMISSIVE_BRAKE_...]
NAME=
COLOR=110, 10, 10, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 110, 10, 10, 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking


[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME = _SUB0    ; name (one or more) of a mesh to glow
COLOR = 10,10,10,10.2      ; 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




; Extra Option Lights - Could Be FogLights
[EMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=foglightrbulbs_a,foglightlbulbs_a
COLOR=12,10,8
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5



----------------------Interior Lights---------------------------------------------------------------
[EMISSIVE_LIGHT_...] ; Cluster 1 Light
NAME=ggh_002,COCKPIT_HR_SUB09_002,centerconsolebezels_a_satinMetal_mat_8C8D8DFF02
COLOR=2,2,2,1
OFF_COLOR=1,1,1
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=Object116,Object118,_texture_symbols_FADE_diffuse_NOT_AO__349,Object119
COLOR=2,2,2
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=misc_1_SUB0,door_pside_f_SUB0,door_dside_f_SUB0,door_dside_r_SUB0,door_pside_r_SUB0
COLOR=20,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=ARROW_SPEED_002,ARROW_RPM_MERC
COLOR=2,2,2,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

----------------------Warning Lights---------------------------------------------------------------
[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=lcd_blinker_left
TOGGLE_VISIBILITY = 0
COLOR=0.5,25,0.5, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=lcd_blinker_right
TOGGLE_VISIBILITY = 0
COLOR=0.5,25,0.5, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


[EMISSIVE_...]
NAME=st_wheel
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=engine
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=tires_press
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 35
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=fuel
TOGGLE_VISIBILITY =0
COLOR=60,20,0.1,1
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.4


[EMISSIVE_HAZARD_0]
COLOR=40,4,4,1
NAME=Warning_Button
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.2
LAG=0.2


[EMISSIVE_ABS_INACTION_0]
NAME=abs_1
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_ABS]
NAME=abs
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_0]
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1]
NAME=tc_off
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=60,12,0.2,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_2]
NAME=tc
TOGGLE_VISIBILITY = 0
COLOR=0
COLOR=60,12,0.2,1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=60,12,0.2,1
NAME=tcoff
TOGGLE_VISIBILITY = 0
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=handbrake
TOGGLE_VISIBILITY = 0
COLOR=60,2,0.2,1
LAG=0.2

[EMISSIVE_...]
NAME=warning_seatbelt, warning_airbag
TOGGLE_VISIBILITY = 1
COLOR=60,0,0,1
INPUT=STALLED
LAG=0.2

[EMISSIVE_...]
NAME=warning_lane_assist, warning_lane_assist001
TOGGLE_VISIBILITY = 0
COLOR=60,12,0,1
INPUT=STALLED
LAG=0.2



[EMISSIVE_...]
NAME=warning_engine2
TOGGLE_VISIBILITY = 0
COLOR=60,12,0.2,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 800
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=warning_oil
TOGGLE_VISIBILITY = 0
COLOR=60,0,0,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 910
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=warning_battery
TOGGLE_VISIBILITY = 0
COLOR=60,0,0,1
INPUT=STALLED
LAG=0.2

WARNING LOWBEAM
[EMISSIVE_LIGHT_13]
NAME=light_002
TOGGLE_VISIBILITY = 0
BIND_TO_HEADLIGHTS=1
COLOR=1,20,1, 1.1
LAG=0.2
SIMULATE_HEATING=0

WARNING HIGHBEAM
[EMISSIVE_HIGHBEAM_1]
NAME=highbeam
TOGGLE_VISIBILITY = 0
COLOR=0.1,0.1,40, 1.0
LAG=0.2
SIMULATE_HEATING=0
---------------------------------- INSIDE EMISSIVE FX -------------------------------------------

[EXTRA_FX_EMISSIVE_...]
MESHES = misc_1_SUB0,door_dside_f_SUB0, door_pside_f_SUB0   ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.07              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.008               ; 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 = 1            ; 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 = COCKPIT_HR_SUB09_002,ggh_002,centerconsolebezels_a_satinMetal_mat_8C8D8DFF02 ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.05              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,.008               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.9      ; 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 = Object116,Object118,_texture_symbols_FADE_diffuse_NOT_AO__349,Object119    ; 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,.001               ; 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 -------------------------------------------
Headlights

[EXTRA_FX_EMISSIVE_...]
MESHES =  FrontLight_0     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.3           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 70,100,140,.005               ; 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)
EXTERIOR_ONLY = 0
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 = 2            ; 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 = 1       ; 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 = 0.05         ; 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
-------------------------
TailLights

[EXTRA_FX_EMISSIVE_...]
MESHES =  taillight_l_SUB0,_SUB7,taillight_r_SUB0ww     ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.04             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 50, 1, 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 =  

---------------------------------- REFRACTION -------------------------------------------

[SHADER_REPLACEMENT_...]
MESHES = bodyshell_SUB8
CULL_MODE = DOUBLESIDED

----------------------Indicators---------------------------------------------------------------
[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=headlight_l_SUB0
COLOR=100,20,0
OFF_COLOR=120,120,120
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=door_dside_f_SUB13
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=pov_lr
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

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=headlight_r_SUB0
COLOR=100,20,0
OFF_COLOR=120,120,120
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=door_pside_f_SUB13
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=pov_rr
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




---------------------------------- Light Casts ----------------------------------


[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 ENGINE ----------------------------------


[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=1.0
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=0.5
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-----------------------------------

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial =
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = 
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1

[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

;silver rims
[Material_Metal_v2]
Materials =RIM_VOLK
Brightness = 0.1
DetailScale = 0
Metalness = 0.3
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
CubemapReflectionBlur= 0.8

typ svart
[INCLUDE: common/materials_carpaint.ini]
[Material_InteriorPBRDetail]
Meshes=door_lf_ok_SUB0
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 55
ApplyTilingFix = 1
BrightnessAdjustment = 0.05
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1

Exterior Chrome
[Material_InteriorPBRDetail]
Meshes=submesh_1.026,submesh_4.014
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 180
ApplyTilingFix = 0
BrightnessAdjustment = 0.13
DetailNormalPBRSmoothness = 0.95
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.2
Reflectance = 0.2
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1


NOS
[Material_InteriorPBRDetail]
Meshes=
DetailNormalTexture = common/pbr_metal_satin.dds
DetailScale = 1
ApplyTilingFix = 1
BrightnessAdjustment = 0.05
DetailNormalPBRSmoothness = 0.8
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1



[INCLUDE: common/materials_interior.ini]

;interior PBR
INT
[Material_Plastic_v2]
Materials=INT_Plastic_Flat
Smoothness=0.2
DetailScale=40
Brightness=0.15

INT
[Material_Carbon]
Materials=IntCarbon
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
EXT
[Material_Carbon]
Materials=ExtCarbon
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=441
Brightness=0.2
DetailNormalBlend=0
INT
[Material_Carbon]
Materials=INT_Steer_Carbon
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=MAT_Carbon.dds
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=MAT_Carbon_NM.dds
DetailScale=100
Brightness=0.8
DetailNormalBlend=0

[Material_Leather]
Materials=IntDoorsLeather
Brightness=0.45

[Material_Leather]
Materials=
Brightness=0.65

[Material_Leather]
Materials=
Brightness=0.65
DetailScale=20

[Material_Fabric]
Materials=InteriorFabric,IntAlcantaraSteeringWheel
Brightness=0.2


[Material_Leather]
Materials=IntLeather1,InteriorLeather,IntPerforatedLeatherSeats,InteriorAO
Brightness=0.9
OcclusionMult=0.5
DetailScale=170

[Material_Leather]
Materials=INT_Seat_Embossed
Brightness=1
OcclusionMult=0.75


[Material_Metal_v2]
Materials=INT_Metal_Alu,INT_DECALS_Metal
DetailScale=0
Metalness=0.0

[Material_Metal_v2]
Meshes=
DetailScale=12
Metalness=0.1

[Material_Plastic]
Materials=IntPlastic
Brightness=0.8
Reflectance = 0.02
Smoothness = 0.5

[Material_Plastic]
Materials=INT_Steer_Embossed
Brightness=0.3

;exterior PBR

[Material_Metal_v2]
Materials = chromebarrel
DetailScale=0
Metalness=0.01
BrightnessAdjustment = 0.0


[Material_Metal_v2]
Meshes = ExtChrome
DetailScale=11
Metalness=0.1
OcclusionMult = 2
BrightnessAdjustment=0.1

[Material_Metal_v2]
Materials=
DetailScale=0
LocalReflectionsSharpness=0.01
CubemapReflectionBlur=0.8
Metalness=0
Brightness=0

[Material_Metal_v2]
Materials=MiscWing
DetailScale=0
LocalReflectionsSharpness=0.01
CubemapReflectionBlur=0.9
Metalness=1
Brightness=0.5

[Material_Metal_v2]
Meshes=
DetailScale=0
LocalReflectionsSharpness=0.01
Brightness=1
Reflectance=0
Metalness=0.6

[Material_Plastic_v2]
Meshes=bmw_135icoupe_09_lod0_headlightL_chrome___872_vertices_1272_faces,bmw_135icoupe_09_lod0_headlightR_chrome___872_vertices_1380_faces
DetailScale=0
LocalReflectionsSharpness=0.01
CubemapReflectionBlur=0.8
Smoothness=1
Reflectance=0.2
Brightness=0.5
RESOURCE_0=txEmissive
RESOURCE_TEXTURE_0=taillight_emissive.dds

[Material_Plastic_v2]
Meshes=
LocalReflectionsSharpness=0.01
CubemapReflectionBlur=0.8
Smoothness=0.7
Reflectance=0.1
Brightness=0.25
DetailScale=0
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=taillight_emissive.dds

[Material_Metal_v2]
Materials=head_light
DetailScale=250
Brightness=1
Reflectance=0
Metalness=0.6
DetailNormalBlend=1
RESOURCE_0=txEmissive
RESOURCE_TEXTURE_0=taillight_emissive.dds
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=square_nm.dds

[Material_Plastic_v2]
Materials=ExtPlastic
Smoothness=0.4
Reflectance=0.02
Brightness=0.5
DetailScale=0

[Material_Plastic_v2]
Materials=EXT_Grid
Meshes=EXT_Plastic
Smoothness=0.9
Reflectance=0.1
Metalness=0
Brightness=0.5
DetailScale=0

[Material_Plastic_v2]
Materials=Dark
Smoothness=0.9
Reflectance=0.1
Metalness=0
Brightness=0.3
DetailScale=0

[Material_Metal_v2]
Materials=
DetailScale=0
Brightness=0.1
Reflectance=0
Metalness=0

[Material_Plastic_v2]
Materials = StertmanReg
Brightness = 0.75
Smoothness = 0.925
DetailScale = 0
ColorSource = DIFFUSE

[INCLUDE: common/materials_glass.ini]

[Material_Glass]
Materials=ExtTintedWindows,ExtGlass
MaskPass=0
Desaturate=0
FilmIOR=1.46

[Material_Glass]
Materials=
MaskPass=0
Desaturate=0
FilmIOR=3
ThicknessMult=0.2

[Material_Glass]
Materials=Gt3rsTailRed
EXTRA_MASK_PASS_COLOR=255,0,0
MaskPass=2
Desaturate=0
ThicknessMult=0.5
BrightnessAdjustment=0.2

[Material_Glass]
Materials=EXT_Glass_Windows
MaskPass=0.6
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=1
Desaturate=0
FilmIOR=1.52

[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = tire
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
