[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]

[SCRIPTABLE_DISPLAY_...]
MESHES = CLUSY	; mesh the SCRIPTABLE_DISPLAY draws onto.
SCRIPT = CLUSTER_TRD.lua
────────────────────── WIPERS ────────────────────────

──────────────────────────────────────────────
[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   
GLOW_OFFSET = 0.5   ; 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 = 0.129
DISC_RADIUS = 0.188


────────────────────── DOUBLE SIDED MESH ────────────────────────
[SHADER_REPLACEMENT_...]
MESHES = leather_MGL001,plastic002,plastic_RGH_002|centerstackstructure_a001,plastic_RGH_002|centerconsolestructure_a001,leather_MGL|centerconsolestructure_a001,plastic_RGH_005,plastic_rough_001,undercarriage001
CULL_MODE = DOUBLESIDED
────────────────────── TRANSPARENT ────────────────────────
[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MATERIALS = INT_NOHESI_DECAL
IS_TRANSPARENT = 1
PROP_...=ksAlphaRef,1
SHADER=ksPerPixelAT
[SHADER_REPLACEMENT_...]
MATERIALS = Material #42,Material #1840,Recaro_Logo
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS = Material #1845
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND

[SHADER_REPLACEMENT_...]
MATERIALS =Material #1847,Material #31,Material #1840
ADAPTIVE_EMISSIVE = 1


──────────────────────────────────────────────

[EXTRA_FX]
;Light Glass
MASK_GBUFFER =material:EXT_GLASS,material:EXT_TINTED_TL_GLASS
;Interior Glass
SKIP_GBUFFER = 
GLASS_FILTER = 
[EXTRA_FX_0]
MASK_GBUFFER=
────────────────────── 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

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.2 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY= 0.25 ; flame size
ANTILAG_INTERVAL_MAX=0.2
ANTILAG_INTERVAL_MIN=0.04
ANTILAG_TURBO_THRESHOLD=0.2
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=0.64 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.0 ; delay after throttle lift
DISCHARGE_DURATION=1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.8; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=0.52; flame size
DISCHARGE_RPM_THRESHOLD_MAX=8500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=5500 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=75
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=1.0 ; on hitting the limiter
LIMITER_DELAY=0.0 ; delay, in seconds
LIMITER_INTENSITY=0.0001 ; flame size
LIMITER_RPM_THRESHOLD=111500 ; limiter flames will not shoot below this rpm




[PARTICLES_FX_EXHAUST]
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
LIMITER = 0
LIMITER_INT = 0

[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=Plate_Light001
COLOR=255, 255, 195, 0.02
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8
CHANNEL = 0

[LIGHT_LICENSEPLATE]
MESHES=EXT_PLATE
OFFSET= 0.02 ,0, 0
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.4
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=23,16,9,1
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9
LAG = 0.8

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





[EMISSIVE_LIGHT_...] ; Lowbeam 
NAME=lights_smooth_CH002,lights_smooth_CH001
COLOR=100,100,132     
LAG=0.5
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=lights_smooth_CH1_a002,lights_smooth_CH1_a001
COLOR=100,120,160
LAG=0.4
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL 
NAME=
COLOR=110,110,150
OFF_COLOR=110,110,150
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=110,100,100,0.05
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
────────────────────── TAIL LIGHTS ────────────────────────


;DRL 
[EMISSIVE_LIGHT_...] 
NAME=lights_bump_CH001,lights_bump_CH1_a002,lights_bump_CH1_a001
COLOR=50, 2, 0, 17.5
LAG=0.4
SIMULATE_HEATING=0.9
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5


;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=
COLOR=50, 5, -10,8
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=lights_CH1Bump_CH1LMask_590000FF001,lights_bump_CH1_9DA600FF002,lights_bump_CH1_9DA600FF001
COLOR=255, 15, 0,10
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR=255, 15, 0,10
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, 0.273, -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
────────────────────── REVERSE LIGHT ────────────────────────

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =lights_smooth_CH1_9DA600FF001 ; name (one or more) of a mesh to glow
COLOR = 10,10,10,4     ; glowing color if condition is met
LAG = 0.5                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_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
────────────────────── INDICATORS ────────────────────────

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=lights_smooth_CH1_b001
COLOR=100,20,0,20
OFF_COLOR=100,100,140
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=metal_smooth_FFFFFFFF002
COLOR=100,20,0,0.2
LAG=0.5
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0.5
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=lr_turn
COLOR=100,20,0,20
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=lights_smooth_CH1_b002
COLOR=100,20,0,20
OFF_COLOR=100,100,140
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=metal_smooth_FFFFFFFF003
COLOR=100,20,0,0.2
LAG=0.5
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0.5
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

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


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

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=digitalGauge_clearCoat|nav_a001
COLOR=2,2,2,0.35
OFF_COLOR=2,2,2
LAG=0.5
SIMULATE_HEATING=0.7
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=CLUSY
COLOR=2,2,4,1.5
OFF_COLOR=2,2,4,2.5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=INT_symbols_emissive_000000FF002,INT_symbols_emissive_a_000000FF005,INT_symbols_emissive_000000FF001,INT_symbols_emissive_a_000000FF001,INT_symbols_emissive_a|steeringcolumn_a001,INT_symbols_emissive_a_000000FF002,INT_symbols_emissive_000000FF003
COLOR=2,2,4
OFF_COLOR=2,2,4,0.5
LAG=0.5
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=arowfuel,s,rim,water
COLOR=2,2,4
OFF_COLOR=2,2,4,2
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 ────────────────────────
[Navigator_StyleModernDark]
Meshes = GEO_INT_CENTRAL_DISPLAY
@ = Navigator_Size, Resolution = "512, 512", Size = "512, 272", Offset = "0, 120", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100


[Display_AndroidAuto]
Meshes = digitalGauge_clearCoat|nav_a001
Resolution = 740,640
Size = 640, 620
Offset = 50, 10
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -2.3
aftermarketComponent=1

[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 ────────────────────────
; Interior Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=Plane007
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=Plane008
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=Plane005
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=Plane004
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=hazard123
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=Plane006
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 ────────────────────────
;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
[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

;DECAL EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MATERIALS =Material #1840
RANGE = 0.015              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.4                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0
INTERIOR_ONLY = 0
EMISSIVE_TWEAK = 6

;CLUSTER EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MESHES =CLUSY   ; 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 = 0.1     ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1           ; 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 = 0     ; 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 =lights_bump_CH001,lights_bump_CH1_a002,lights_bump_CH1_a001,lights_bump_CH001
RANGE = 0.02
COLOR = 0.5
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0.2
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
COVERAGE = 8
SAMPLES_LIMIT = 400
SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0

[EXTRA_FX_EMISSIVE_...]
MESHES =lights_smooth_CH1_b002,lights_smooth_CH1_b001
RANGE = 0.05
COLOR = 0.05
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0.
MIP_BIAS = 0
IGNORE_TEXTURE_COLOR = 0
SPLIT_ELEMENTS = 1
COVERAGE=7
SAMPLES_LIMIT=700
────────────────────── OUTSIDE EMISSIVE FX ────────────────────────

;SELFLIGHT HEADLIGHT
[LIGHT_EXTRA_10]
BIND_TO_HEADLIGHTS=1
COLOR=100,120,180,5
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.2
FADE_AT=60
FADE_SMOOTH=53
MIRROR=0.697
POSITION=, 0.68, 1.67
DIRECTION=-0.0, -0.0, 1
RANGE=0.35
RANGE_GRADIENT_OFFSET=0.2
SPECULAR_MULT=1
SPOT=100
SPOT_SHARPNESS=0.2

[LIGHT_EXTRA_11]
BOUND_TO=lights_smooth_CH1_a001
COLOR=100,120,160,2
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=0.536
POSITION=, 0.657, 1.83
DIRECTION=0, 0, 1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.4
SPECULAR_MULT=1
SPOT=156


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

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metal]
Materials = INT_ROLLCAGE
UseMetallicReflections = 1
FresnelMax = 3
FresnelC = 0.2
FlakesK = 2
ClearCoatThickness = 0.06
ColoredSpecular = 1.0
AmbientSpecular = 0.5
BrightnessAdjustment = 0.5


[Material_CarPaint_Metal]
Materials = INT_ST_WHEEL_COLOR

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metallic]
Materials=ext_Body_Paint,ext_Wheel_paint1,EXT_RIM,ext_Wheel_brake_caliper


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

[INCLUDE: common/materials_interior.ini]



;Int Plastic
[Material_Plastic_v2]
Materials = INT_PLASTIC_ROUGH
BrightnessAdjustment = 0.05
DetailScale = 111
DetailTextureBlur = 1
DetailNormalBlend = 0.5
Reflectance = 0.2
Smoothness = 0.1

;Int Fake Leather
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.2
DetailScale =80
DetailNormalBlend = -0.5
Reflectance = 0.02
Smoothness = 0.1
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = 

;Int Smooth Plastic
[Material_Plastic_v2]
Materials = INT_PLASTIC
Brightness = 0.5
Smoothness = 0.02
Reflectance = 0.01
CubemapReflectionBlur = 0
DetailScale=0

;Int Piano Black
[Material_Plastic_v2]
Materials = INT_PLASTIC_RIDGES
BrightnessAdjustment = 0.02
DetailScale = 666
Reflectance = 0.02
Smoothness = 0.999999
RESOURCE_5=txNormalDetail
RESOURCE_TEXTURE_5=ridges_002b_nrml.dds

DetailNormalBlend = 1
;Int Alcantara
[Material_Velvet_v2]
Materials = INT_ST_ALCANTARA
DetailScale=133
DetailNormalBlend = 1
BrightnessAdjustment=0.17
ApplyTilingFix=0


[Material_Velvet_v2]
Materials = INT_ALCANTARA
DetailScale=133
DetailNormalBlend = 1
BrightnessAdjustment=0.17
ApplyTilingFix=0

;Int Carpet
[Material_Velvet_v2]
Materials = INT_CARPET
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.8
DetailScale = 60
ClothSheenColor = 1,1,1
BrightnessAdjustment = 0.7

[Material_Metal_v2]
Materials =INT_CHROME
Brightness = 1


[Material_Leather]
Materials = 
Brightness = 0.5
DetailTextureBlur = 0
DetailNormalBlend = 0.6
DetailScale = 94
ApplyTilingFix=1
Reflectance = 0.02
Smoothness = 0.55

[Material_Leather]
Materials = INT_LEATHER_SEAT,int_leather_paint2,int_leather_paint1
Brightness = 0.5
Reflectance = 0.09
Smoothness=0.1


[Material_Leather]
Materials = INT_LEATHER
Brightness = 0.12
Reflectance = 0.09
Smoothness=0.1


[Material_Leather]
Meshes =plastic_embossed_000000FF001
Brightness = 0.1
Reflectance = 0.15
Smoothness=0.2
;Int Alu 1 
[Material_Aluminium_v2]
Materials = INT_ROLLCAGE_WELDS
Metalness = 0.1
Reflectance = 0.3
BrightnessAdjustment = 0.05
DetailTexture = 1
RESOURCE_5=txNormal
RESOURCE_TEXTURE_5=weld_002_nrml.dds
RESOURCE_6=txDiffuse
RESOURCE_TEXTURE_6=weld_002_lcao_intake.dds


────────────────────── MATERIALS (EXTERIOR) ────────────────────────
[Material_Aluminium_v2]
Materials= 02 - Default
Smoothness = 0.0
Metalness = 0.7
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 = Intercooler_Mishimoto_SLine
BrightnessAdjustment = 0.2
DetailScale = 1
Metalness = 0.1
Reflectance = 0.12
LocalReflectionsSharpness = 1
RESOURCE_12 = txDiffuse
RESOURCE_TEXTURE_12 = Intercooler_Mishimoto_SLine_Albedo.png
RESOURCE_13 = txNormal
RESOURCE_TEXTURE_13 = Intercooler_Mishimoto_SLine_NRM_fixed.png

[Material_Metal_v2]
Materials = Screws
BrightnessAdjustment = 0.7
DetailScale = 20
Metalness = 0.6
Reflectance = 0.6

[Material_Metal_v2]
Materials =EXT_HDL_CHROME,EXT_CHROME



[Material_Metal_v2]
Materials =
EXT_REFLECTOR_GLASS
ColorSource=DIFFUSE
Metalness=0.95
Brightness=0.7
[Material_Metal_v2]
Materials =EXT_FRONT_ORANGE_NM
ColorSource=DIFFUSE
Metalness=0.95
Brightness=0.7


[Material_Metal_v2]
Materials =LBBULB
Metalness = 0.1
OcclusionMap=0.35
Brightness=0.2
[Material_Metal_v2]
Materials = EXT_CHROME_DELETE
BrightnessAdjustment = 0.0
DetailScale = 50
Metalness = 0.2
Reflectance = 0.0

;Ext Metal
[Material_Metal_v2]
Materials = EXT_PLATE_plastic
BrightnessAdjustment = 0.25
DetailScale = 50
Metalness = 0.1
Reflectance = 0.5

;Ext Metal Headlight House
[Material_Metal_v2]
Materials =EXT_HDL_CHROME
Smoothness = 0.1
Metalness = 0.1
Reflectance = 0.1
BrightnessAdjustment = 1
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv,
HasDetailNormals=1
BrightnessAdjustment = 0.05
DetailScale = 0

Material_Metal_v2]
Materials =EXT_SIDE_INDICATORS
Smoothness = 0.8
Metalness = 0.8
Reflectance = 0.8
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv,
HasDetailNormals=1
DetailScale = 1
DetailNormalBlend = 1
RESOURCE_14 = txDiffuse
RESOURCE_TEXTURE_14 =squares_003_illumination2.png
RESOURCE_17 = txNormal
RESOURCE_TEXTURE_17 = squares_003_nrml.png


;Ext Metal Headlight House
[Material_Metal_v2]
Materials =EXT_HDL_BULB
Smoothness = 0.8
Metalness = 0.8
Reflectance = 0.8
BrightnessAdjustment = 1
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv,
HasDetailNormals=1
DetailScale = 910
DetailNormalBlend = 1
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = honeycomb_011_nrml.png
BrightnessAdjustment = 0.15

[Material_Metal_v2]
Materials =EXT_EXHAUST
Smoothness = 0.6
Metalness = 0.58
Reflectance = 0.14
BrightnessAdjustment = 1
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv,
HasDetailNormals=1
DetailScale = 73
DetailNormalBlend = 0.2
RESOURCE_2 = txDetail
RESOURCE_TEXTURE_2 = titanium_tarnished.dds
RESOURCE_3 = txNormalDetail
RESOURCE_TEXTURE_3 = engine_detail_NM.dds
BrightnessAdjustment = 0.1

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =EXT_PLASTIC
Reflectance = 0.1
Smoothness = 0.3
BrightnessAdjustment = 0.05
ApplyTilingFix = 1
DetailScale = 0

[Material_Plastic_v2]
Materials =EXT_HDL_PLASTIC_HOUSE
Metalness = 0.0
Reflectance = 0.1
Smoothness = 0.5
BrightnessAdjustment = 0.07
ApplyTilingFix = 1
DetailScale = 60

;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 =EXT_CARBON
DetailScale = 400
Brightness = 0.4
[Material_Carbon]
Materials =INTT_ST_CARBON
DetailScale = 1300
Brightness = 0.4
ClearCoatF0 = 0.1
CubemapReflectionBlur = 0,0
;License plate

────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]

ExteriorGlassHeadlightsMeshes=
ExteriorGlassFilmedMaterials=

;Clear Glass
[Material_Glass]
Materials = EXT_GLASS
ThicknessMult = 1
IOR = 1.5
[Material_PhotoelasticGlass]
Meshes = ext_window_other
PhotoelasticityMult = 0.1


;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 =
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 = 
IOR = 1.5           ; looks better like this
FilmIOR = 1.5      ; 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 = 255, 5, 0  ; mask pass color adjustment
BrightnessAdjustment = 0
Desaturate = 0
Refraction = 1
ExtraLightsAdjustment = 0.7

[Material_Glass]
Materials=EXT_TINTED_TL_GLASS
MaskPass=0.1
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=2
Desaturate=0
FilmIOR=1.52

; Window Glass
[Material_Glass]
Materials=EXT_WINDOW
MaskPass=0.1
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=1
Desaturate=0
FilmIOR=1.7
────────────────────── MATERIALS (TIRES) ────────────────────────
[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = EXT_GRILL
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



