[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]

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

────────────────────── WIPERS ────────────────────────
[WIPERS]
FRONT_0=Geometry
FRONT_1=Geometry90
BACK=Geometry91

──────────────────────────────────────────────
[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 ARROWS ────────────────────────







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

[REFLECTIONS_FX]
MASK_GBUFFER = glasslhl_a,glassrhl_a,headlightl_a-4,headlightr_a-4,headlightr_a-6,headlightl_a-6,headlightl_a-7,headlightr_a-5,glassbumperfsidemarkers_a-1,glassbumperfsidemarkers_a,glassltl_a,glassrtl_a,taillightr_a-1,taillightl_a-1
BLEND_GBUFFER = 

────────────────────── 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]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=40 ; flame size
ANTILAG_INTERVAL_MAX=9000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=5 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=30; flame size
DISCHARGE_RPM_THRESHOLD_MAX=9000 ; 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=1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=1 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=15 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=8500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=8 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm

────────────────────── EXHAUST ────────────────────────

[INCLUDE: common/gt3_exhaust_glow.ini]

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = exhaust_a-3
COLOR = 25, 3, 0, 0.35
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 77
INPUT_MAX = 92
INPUT_LUT = (| 76 = 0 | 92 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[EMISSIVE_WATER_TEMP_1_EXHAUST_GLOW]
MESHES = exhaust_a-6
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

[WOBBLY_BIT_...]
NAME =  ; 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

[SHAKING_EXHAUST_0]
MESHES = exhaust_a,exhaust_a-3,exhaust_a-6,exhaust_a-5,exhaust_a-2
POINT_0 =1, 3, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.075, 0.35, 0.1



────────────────────── 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= plate_rear
OFFSET=-0.14, 0.081, -0.01
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.4
SPOT=105
SPOT_SHARPNESS=0.2
COLOR=1.2,1.2,1,9
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

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

[EMISSIVE_LIGHT_...] ; Lowbeam 
NAME=headlightl_a-9,headlightr_a-9
COLOR=120,120,111
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=headlightl_a-8,headlightr_a-8
COLOR=120,120,120,0.5
OFF_COLOR=120,120,120,0.5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL 
NAME=bumperr_a-7
COLOR=120,120,80,0.3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


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

[EMISSIVE_LIGHT_...] ; DRL 
NAME=taillightl_a-2,taillightr_a-2
COLOR=50, 2, 0, 2.5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.0

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

[EMISSIVE_BRAKE_...] ;DRL + 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

[EMISSIVE_BRAKE_...] EMERGENCY 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

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

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =taillightl_a-4,taillightr_a-4 ; name (one or more) of a mesh to glow
COLOR = 12,12,10z,1     ; 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 ────────────────────────

; 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

────────────────────── REFRACTION ────────────────────────


[REFRACTING_HEADLIGHT_1]
SURFACE = headlightl_a-4
INSIDE = headlightl_a-10
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.220000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.480000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 0.624000
DIRECTION = 0.000000,0.000000,-1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.340000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.000000
GLASS_EXTRA_THICKNESS = 0.000000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.630000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = 0.521536,0.594607,2.078356
NM_SHARE_EXT = 0.790000
NM_SHARE_INT = 0.600000
ORIGIN = 0.554577,0.597001,2.110097
RADIUS = 0.058024
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_2]
SURFACE = headlightr_a-4
INSIDE = headlightr_a-10
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.003000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.000000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000000,0.000000,-1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 4.730000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.610000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = -0.521536,0.594607,2.078355
NM_SHARE_EXT = 0.060000
NM_SHARE_INT = 1.000000
ORIGIN = -0.470065,0.588682,2.142663
RADIUS = 0.005800
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0



[Display_AndroidAuto]
Meshes = Plane001 
Resolution = 740,640
Size = 640, 640
Offset = 50, 0
Scale = 1,0.75
RearCameraPosition = 0.0056, 0.914, -1.95
aftermarketComponent=1
────────────────────── INTERIOR LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Cluster 1 Light
NAME=gaugecluster_a001,dashstructurebezels_a_SUB5_002_002_002
COLOR=2,2,2,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Cluster 1 Light
NAME=Plane001
COLOR=2,2,2,0.8
OFF_COLOR=2,2,2,0.6lll
LAG=0.2
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=1
DISABLE_WITH_EMISSIVE_LIGHT = 1

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=steeringwheel_a,centerstackbezels_a,centerconsolebezels_a,doorcardlf_a,dashpad_a-2,overheadconsole_a,Plane002
COLOR=2,2,2
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=dod_chargerfast7_15_cockpit_tach_min_gauge_emissive,Object007,dod_chargerfast7_15_cockpit_speed_min_gauge_emissive,Object005
COLOR=2,2,2,3
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

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

[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=Warning_Light06
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

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME=Warning_Light03
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

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=Warning_Light00
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; Lowbeam 2 - Leave Blank Unless Used
NAME=Warning_Light01
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

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

[EMISSIVE_ABS_INACTION_0] ; Warning ABS Inaction
NAME=Warninglightsbro008
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=Warninglightsbro001
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=Warning_Light04
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_1] ; Warning Traction Off 2
NAME=Warninglightsbro012
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 = 0
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 =ArrowRpm,ArrowSpeed
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.005           ; 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 = 0.4        ; 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


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

[EXTRA_FX_EMISSIVE_...]
MATERIALS = 
RANGE = 0.1              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,1.5,1.6,12                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MATERIALS = 
RANGE = 0.015              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MATERIALS =
RANGE = 0.017              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 5                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MATERIALS = 
RANGE = 0.03              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 7                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MESHES =steeringwheel_a,centerconsolebezels_a,doorcardlf_a,dashpad_a-2,overheadconsole_a ; 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 = 80,90,150,0.03            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.7       ; 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 = 4       ; 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 =dashstructurebezels_a_SUB5_002_002_002 ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.11              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,0.15              ; 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 = 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 =gaugecluster_a001 ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE =0.11              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 80,90,150,0.25              ; 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 = 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 =Plane001 ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE =0.03             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 120,120,120,0.05              ; 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 = 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

[LIGHT_EXTRA_...] ; Cluster Ambience Test
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 0.1
COLOR=200,200,200,0.25
DIFFUSE_CONCENTRATION=0.8
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.89
FADE_AT=90
FADE_SMOOTH=50
MIRROR=0, 0.0, 0
POSITION=0.0002, 0.699, 0.441
DIRECTION=-0.0, -0.1, -1
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.00
SPECULAR_MULT=1
SPOT=110
SPOT_SHARPNESS=0.3


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

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1
COLOR=120,120,122, 9.2   
DIFFUSE_CONCENTRATION=0.7
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.5
LAG=0.6
FADE_AT=0.0
FADE_SMOOTH=53
MIRROR=0.683, 0.0, 0
POSITION=, 0.602, 1.85
DIRECTION=-0.1w, 0.0, 1
RANGE=0.32
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=3
SPOT=40
SPOT_SHARPNESS=0.001

[EXTRA_FX_EMISSIVE_...]
MESHES = headlightr_a-8,headlightl_a-8   ; 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 = 70,100,140,.01               ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0.8          ; 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 = 3       ; 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 = 3w           ; 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 = 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         ; 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 = Object003,Object002   ; list of meshes
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.032           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 100,20,0,.007               ; 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 = 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 = 4             ; 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 = 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         ; 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 = taillightl_a-3,taillightr_a-3,taillightl_a-4,taillightr_a-4   ; 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 = 70,100,140,.01               ; 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 = 3       ; 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

; 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 = 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         ; 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

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


────────────────────── DOUBLE SIDED MESH ────────────────────────

[SHADER_REPLACEMENT_...]
MESHES = 
CULL_MODE = DOUBLESIDED

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

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=headlightl_a-10
COLOR=100,20,0
OFF_COLOR=120,120,120,0.15
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=taillightl_a-3
COLOR=100,30,0,2
FALLBACK_BRAKES_COLOR = 255, 0, 0, 1.5
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=headlightr_a-10
COLOR=100,20,0
OFF_COLOR=120,120,120,0.15
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=taillightr_a-3
COLOR=100,30,0,2
FALLBACK_BRAKES_COLOR = 255, 0, 0, 1.5
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=1
	ENGINE_INT_BOOST=1
	TURBO_THROTTLE=1

[AUDIO_VOLUME]
	BACKFIRE_EXT=1.1
	BACKFIRE_INT=1.1
	BODYWORK=0
	DIRT=0
	DOWN_SHIFT=1
	ENGINE_EXT=1.6
	ENGINE_INT=1.2
	GEAR_EXT=1
	GEAR_GRIND=1
	GEAR_INT=1
	HORN=1
	LIMITER=1.1
	TRACTION_CONTROL_EXT=1
	TRACTION_CONTROL_INT=1
	TRANSMISSION=1
	TURBO=1
	WIND=1

[AUDIO_PITCH]
	ENGINE_EXT = 1
	ENGINE_INT = 0.96
	GEAR_EXT = 1.0
	GEAR_INT = 1.0
	BODYWORK = 1.0
	WIND = 1.0
	DIRT = 1.0
	DOWN_SHIFT = 1.0
	HORN = 0.9
	GEAR_GRIND = 1.0
	BACKFIRE_EXT = 1
	BACKFIRE_INT = 1
	TRACTION_CONTROL_EXT = 1
	TRACTION_CONTROL_INT = 1
	TRANSMISSION = 1
	LIMITER = 1
	TURBO = 1.0
	HIT = 1
	SCRAPE = 1
	WHEEL = 1
	SKID_EXT = 1
	SKID_INT = 1





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

;Exterior Paint
[INCLUDE: common/materials_carpaint.ini]
[Material_CarPaint_Metallic]
CarPaintMaterial = ExtBody

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
FlakesK = 0.3
BrightnessAdjustment = 0.8
SpecularBase = 1, 50
SpecularSun = 8, 500
SunMultiplier = 3
ClearCoatThickness = 0.3
ClearCoatTint = 0, 0, 0.0

[Material_CarPaint_Metallic]
Materials = GTX01_paint
BaseSpecularColor = 150,150,150
FresnelMax = 0.3
FresnelC = 0.2
FlakesK = 3.2
BrightnessAdjustment = 0.6
SpecularBase = 0.5, 30
SpecularSun = 0.0, 1000000
AmbientSpecular = 5.0
AmbientSpecularEXP = 8
UseDiffuseAlphaAsMask = 1
ClearCoatThickness = 0.25
ClearCoatTint = 0, 0, 0
UseMetallicReflections = 5
ApplyTilingFix = 1

;Exterior Rainbow
[Material_CarPaint_RainbowChrome]
Materials =
ChromeRainbowFlip = 0   ; flip rainbow
ChromeRainbowNegate = 1  ; negate rainbow
ChromeRainbowFocus = 1   ; compactness of rainbow spread
ChromeRainbowMult = 1    ; multiplier for final effect
BrightnessAdjustment = 0.4

;Exterior Old Paint
[Material_CarPaint_Old]
Materials = 
NormalsNoise = 0.01
NormalsNoiseUV = 80
FresnelMax = 0.4
FresnelC = 0.04
AmbientSpecular = 1
SpecularBase = 0.4, 40
SpecularSun = 0.5, 1000



────────────────────── MATERIALS (Interior) ────────────────────────

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]  ; set digital screen material
Materials = Gps
ScreenScale = 500
ScreenAspectRatio = 0.35
MatrixType = IPS
Emissive = 1.0



[Material_Plastic_v2]
Materials =  IntPlastic
Brightness = 0.6
Reflectance = 0.05
DetailScale = 0
DetailNormalBlend = 0
DetailNormalPBRSmoothnessGamma = 1
ApplyTilingFix = 1
Smoothness = 0.98

[Material_InteriorPBR]
Materials = Interior
Smoothness = 0.51
Reflectance = 0.11
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
Brightness = 0.5
DetailScale = 100
OcclusionMult = 0.8
ApplyTilingFix = 1




Int Plastic/Leather
[Material_Plastic_v2]
Materials = IntPlasticLeather
BrightnessAdjustment = 0.33
DetailScale =80
DetailNormalBlend = 1
Reflectance = 0.003
Smoothness = 0.1
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = Skin_NM.dds

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 = IntAlcnt
DetailScale=30
DetailNormalBlend = 1
BrightnessAdjustment=0.25
ApplyTilingFix=0

[Material_Carpet_v2]
Materials = IntCarpet
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 0
DetailTextureBlur = 0
Brightness = 0.9
DetailScale = 85
ApplyTilingFix = 1
OcclusionMult = 0.6

[Material_Leather]
Materials=
Brightness=0.6

[Material_Leather]
Materials=IntLeatherPerforated
Brightness=0.8

;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 Spotty Leather
[Material_LeatherSpotty_v2]
Materials = Interiorthing
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailScale = 110


;Int Leather
[Material_Leather]
Materials =
Reflectance = 0.01
DetailScale = 150
DetailNormalBlend = 0.15
BrightnessAdjustment = 0.55

;Int Leather
[Material_Leather]
Materials =
Reflectance = 0.01
DetailScale = 45
DetailNormalBlend = 0.15
BrightnessAdjustment = 0.75





;Int Carbon
[Material_Carbon]
Materials=IntCarbon
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=265
Brightness=0.4
DetailNormalBlend=1

[Material_Fabric_v2]
Materials=SeatBelt
DetailScale = 150
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.1
Brightness=0.6
────────────────────── MATERIALS (EXTERIOR) ────────────────────────


Ext Metal
[Material_Metal_v2]
Materials = IntChrome
BrightnessAdjustment = 1
DetailScale = 50
Metalness = 0.1
Reflectance = 0.99


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

;ExtMetalOld

[Material_MetalOld_v2]
Meshes = bumperf_a-2,bumperf_a-4
Metalness = 0.11
Reflectance = 0.11
Brightness = 0.3
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

[Material_MetalOld_v2]
Materials = Tail
Metalness = 0.01
Reflectance = 0.01
Brightness = 0.3
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

[Material_Plastic_v2]
Materials = HeadlightPlasticHouse
BrightnessAdjustment = 0.3
DetailScale = 0
Reflectance = 0.01
Smoothness = 0.999999


;Ext Smooth Plastic
[Material_Plastic_v2]
Materials = ExtMattPlastic
BrightnessAdjustment = 0.3s
DetailScale = 0
Reflectance = 0.02
Smoothness = 0.999999

;Ext Smooth Plastic
[Material_Plastic_v2]
Materials = BlackGlass
BrightnessAdjustment = 0.3
DetailScale = 0
Reflectance = 0.1
Smoothness = 0.999999

;Ext Plastic V2
[Material_Plastic_v2]
Materials = ExtPlastic
BrightnessAdjustment = 0.13
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
DetailScale = 50


;Ext Rough Chrome
[Material_Plastic_v2]
Materials = Material #26
BrightnessAdjustment = 0.15
Reflectance = 0.7
Metalness = 0.5
Smoothness = 0.6
DetailScale = 35
RESOURCE_0=txDiffuse
RESOURCE_TEXTURE_0=exhaust_hjc_00000.png

[Material_MetalOld_v2]
Meshes = taillightchmsl_a
Metalness = 0.01
Reflectance = 0.01
Brightness = 0.1
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0

;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=0.6
DetailNormalBlend=0

[Material_Carbon]
Materials=CarbRoof
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=441
Brightness=0.6
DetailNormalBlend=0

────────────────────── MATERIALS (GLASS) ────────────────────────

;GLASS
[INCLUDE: common/materials_glass.ini]

;Clear Glass
[Material_Glass]
Materials =
FilmIOR = 2.0
Maskpass = 2
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
BrightnessAdjustment = 0.1
ExtraLightsAdjustment = 0.00
ThicknessMult = 1

;Photoelastic Glass
[Material_PhotoelasticGlass]
Meshes = glasslhl_a,glassrhl_a
PhotoelasticityBaseScale = 5     ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.008  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.10   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 50   ; how many stripes are there
ProfileFix = 0.02

; Ext 
[Material_Glass]
Materials=
FilmIOR = 1.6
Maskpass = 2
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
BrightnessAdjustment = 0.1
ThicknessMult = 2

;Interior Glass
[Material_Glass]
Materials = Material #1383810785
FilmIOR = 1.25 
ThicknessMult = 2
ProfileFix = 0

;NM
[Material_Glass]
Materials= RedGlassNM,ClearGlassNm
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

[Material_Glass]
Materials = RedGlass
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

[Material_Glass]
Materials=ExtWindow
MaskPass=1
EXTRA_MASK_PASS_COLOR=0,200,150
ThicknessMult=7
Desaturate=0
FilmIOR=2.2

;-------------------------------------------------------------
;     ///REFLECTORS///
[SHADER_REPLACEMENT_...]
;SIDE FRONT & REAR REFLECTORS
MESHES = bumperfsidemarkers_a
PROP_... = extBounceBack, 3

[SHADER_REPLACEMENT_...]
;TAIL STOP REFLECTORS
MESHES = taillightc_a
PROP_... = extBounceBack, 21

[SHADER_REPLACEMENT_...]
;PLATE REFLECTORS
MESHES = sm_142_SUB1
PROP_... = extBounceBack, 2
;-----------------------------------------------------------
[SHADER_REPLACEMENT_...]
MATERIALS = caliper
PROP_... = extExtraSharpLocalReflections, -0.001





