[DATA] 
DISABLE_LIGHTSINI=1
DISABLE_ANALOGINSTRUMENTSINI=1

[INCLUDE: analog_dash.ini]
[INCLUDE: refraction.ini]
[INCLUDE: lights.ini]
[INCLUDE: turn_signals.ini]
[INCLUDE: tail_lights.ini]

[AUDIO_VOLUME]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=10
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

[LIGHTING]
EMISSIVE_MULT=6
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.20
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_SHADOW_OPACITY=1.4
INTERIOR_FAKE_SHADOW_HEIGHT=0.1
INTERIOR_FAKE_SHADOW_FAGE=0.2

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.386, 0.265, -2.03
DIRECTION = 0, 0.1, -1
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

;      ///HEADLIGHTS CAST///
[LIGHT_HEADLIGHT_0]
;3500 Kelvin
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=2.55, 1.96, 1.37, 2.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0.0, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=450
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=190
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.5
MIRROR=0.54
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.538526
OFF_MULT=0
OFF_POSITION=0, 0.568216, 1.74877
OFF_RANGE_MULT=0.3
POSITION=0, 0.65, 1.95
RANGE=210
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1
SPOT=65
SPOT_EDGE=0.0922464, 0.0919776, 0.09144
SPOT_EDGE_SHARPNESS=21.2
SPOT_SHARPNESS=0
SPOT_UP=0.02, 0.999847, 0

[BOUNCED_INTERIOR_LIGHT]
ACTIVE=0

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.4
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7
;-----------------------------------------------------------------------------------------
[SHADER_REPLACEMENT_...]
MATERIALS=body,plastic,rubber,black,Material #1685,rim
DOUBLE_FACE_SHADOW_BIASED = 1

[INCLUDE: common/materials_glass.ini]
ExteriorGlassMaterials = glass

[Material_Glass]
Materials=Material #1832
ThicknessMult=1
BrightnessAdjustment=0.1
Desaturate=1s
UseNormalMapWithAlpha=1
MaskPass=10
Refraction = 1

[INCLUDE: common/materials_interior.ini]

[Material_InteriorPBR]
Materials=metal_int
Smoothness=0.9
Metalness=0.5
Reflectance=0
OcclusionMap=-1,0.5
BrightnessAdjustment=0.8
CubemapReflectionBlur=0
HasDetailNormals=0
ExtraSharpLocalReflections=1

[Material_Leather]
Materials = leather
Brightness = 0.2
DetailTextureBlur = 1
DetailNormalBlend = 3.5
DetailScale = 90
Reflectance = 0.1
Smoothness = 0.6

[Material_Leather]
Materials = roof_plast
Brightness = 0.7
DetailTextureBlur = 1
DetailNormalBlend = 1.5
DetailScale = 90
Reflectance = 0.1
Smoothness = 0.6

[Material_Velvet]
Materials = Material #1752
ColorSource = DIFFUSE
Brightness = 0.4

[Material_Carbon]
Materials = Material #1723
ColorSource = DIFFUSE
RESOURCE_0 = txDetail
RESOURCE_TEXTURE_0 = 18_tile.dds
DetailScale = 900
Brightness = 1.5
ClearCoatF0 = 0.3
DetailNormalBlend = 0
Reflectance = 0.05

[Material_Plastic]
Materials = plasticINT
Brightness = 0.5
Smoothness = 0.9
Reflectance = 0.025

[Material_Plastic_v2]
Materials = Material #1683
RESOURCE_0 = txDetail
RESOURCE_TEXTURE_0 = 30_tile.dds
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = 50_tile.dds
Brightness = 0.4
DetailScale = 1900
DetailTextureBlur = 1
DetailNormalBlend = 2
Smoothness = 0.8
Reflectance = 0.03

[Material_Plastic_v2]
Materials = Material #1679
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = 10_tile.dds
Brightness = 0.3
DetailScale = 170
DetailTextureBlur = 0
Smoothness = 0.2
Reflectance = 0.02
DetailNormalBlend = 0.2
CubemapReflectionBlur = 0.2

[Material_Plastic_v2]
Materials = Material #1687
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = 108_tile.dds
Brightness = 0.35
DetailScale = 600
DetailTextureBlur = 0
Smoothness = 0.7
Reflectance = 0.015
DetailNormalBlend = 1

[Material_LeatherSpotty_v2]
;steering wheel central
Materials = Material #2143
BrightnessAdjustment = 0.25
Brightness = 0.15
DetailScale = 0.4
DetailTextureBlur = 0
Smoothness = 0.8
Reflectance = 0.05
DetailNormalBlend = 0.03

[Material_LeatherPoked_v2]
;steering wheel side dotted
Materials = dotted
RESOURCE_1 = txNormalDetail
RESOURCE_TEXTURE_1 = dotted_nm.dds
Brightness = 0.05
DetailTextureBlur = 1
DetailNormalBlend = 1
DetailScale = 200
Reflectance = 0.06
Smoothness = 0.8

[Material_Leather]
;steering wheel
Materials = Material #2127
Brightness = 0.05
DetailTextureBlur = 1
DetailNormalBlend = 3.5
DetailScale = 90
Reflectance = 0.06
Smoothness = 0.8

[SHADER_REPLACEMENT_...]
;steering wheel
MATERIALS=Material #2141
PROP_...=fresnelC, 0
PROP_...=fresnelEXP, 1
PROP_...=fresnelMaxLevel, 0
PROP_...=ksAmbient, 0.2
PROP_...=ksSpecular, 0.2
PROP_...=ksSpecularEXP, 200

[EXTRA_FX]
MASK_GBUFFER=material:Material #1832
SKIP_GBUFFER=sm_190,43_T,sm_60_T,sm_60_T2,44_T,43,43_T,44_T001,Object018,10,10_1,glow_?,Object060,Object056,Object052,Object032,Object022,sm_190,sm_109,Object050,Object008,sm_139

[BRAKEDISC_FX_FRONT]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0           ; use ceramic look
CARVED = 0               ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 1.6    ; 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 = 0.074
DISC_RADIUS = 0.141
ALPHA_MASK = 0.0, 0.1
WEAR_FORCE = 0.2
GLOW_FORCE = 0.0

[BRAKEDISC_FX_REAR]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0           ; use ceramic look
CARVED = 0               ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 1.1    ; 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 = 0.082
DISC_RADIUS = 0.130
ALPHA_MASK = 0.0, 0.1
WEAR_FORCE = 0.2
GLOW_FORCE = 0
;----------------------------------------------------------------------------------------
[SHADOWED_WHEELS]
ANGLE=12
OFFSET=0
OPACITY=0.8
WIDTH=0.15

[SHADOWED_TYRES]
ANGLE=6
OFFSET=0
OPACITY=0.8
WIDTH=0.05
EXTRA_AMBIENT_BRIGHTNESS=0.0

[TYRES_FX]
DIRT_WIDTH_K=1.1

[SHADER_REPLACEMENT_...]
;exhaust
MATERIALS=exh
PROP_...=fresnelC, 0.25
PROP_...=fresnelEXP, 1.5
PROP_...=fresnelMaxLevel, 0.8
PROP_...=ksSpecular, 4
PROP_...=ksSpecularEXP, 800
PROP_...=sunSpecular, 12
PROP_...=sunSpecularEXP, 100

[SHADER_REPLACEMENT_...]
;ecu
MATERIALS=Material #2394
PROP_...=ksAmbient, 0.4
PROP_...=ksSpecular, 0.6
PROP_...=ksSpecularEXP, 20

[SHADER_REPLACEMENT_...]
;calipers
MATERIALS=Material #1756
PROP_...=fresnelMaxLevel, 0.05
PROP_...=ksAmbient, 0.25
PROP_...=ksSpecular, 0.3
PROP_...=ksSpecularEXP, 50

[SHADER_REPLACEMENT_...]
;shift knob
MATERIALS=Material #2093
PROP_...=fresnelC, 0
PROP_...=fresnelEXP, 1
PROP_...=fresnelMaxLevel, 1
PROP_...=ksAmbient, 0.5
PROP_...=ksSpecular, 0.5
PROP_...=ksSpecularEXP, 500

[SHADER_REPLACEMENT_...]
;glass
MATERIALS=glass
PROP_...=fresnelC, 0.01

