[INCLUDE: refractions.ini]

[DATA] 
DISABLE_LIGHTSINI=1

[INPUT]
USE_HIGHBEAM_BY_DEFAULT=0
USE_AUTOMATIC_TURNING_LIGHTS=1

[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
OPEN_WHEELER=0
RALLY_CAR=0
DIESEL_ENGINE=0

[LIGHTING]
EMISSIVE_MULT=6
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=0.3
INTERIOR_FAKE_UPPER_SHADOW_FADE=-0.1
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=-0.1
INTERIOR_FAKE_SHADOW_FAGE=0.5

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.2
COLOR=1, 0.85, 0.7, 6
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0.0, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=190
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.538526
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
POPUP_ENABLED=1
POPUP_START=0.05
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POSITION=0, 0.55, 1.99
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

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0          ; use ceramic look
CARVED = 1            ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 30  ; increase to make more lines
GLOW_OFFSET = 0.7      ; 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

[INSTRUMENTS]
HAZARDS_G_THRESHOLD = -1

;--------------  CARPAINT ---------------

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_CarPaint
CarPaintVersionAware = 2
DisableDev = 1

[Material_CarPaint_Metallic]
CarPaintMaterial = EXT_CarPaint
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 1 ; compensates for ambient specular
SpecularMult = 1           ; adjust specular brightness, just in case
BaseSpecularColor = #FFFFFF  ; specular color
AmbientSpecular = 0.1
AmbientSpecularEXP = 0.2
ClearCoatThickness = 0.2
ClearCoatIOR = 1.62          ; index of refraction for clear coat material, value bigger than 1 makes absorbing much less angle-dependant
ClearCoatSpecular = 1        ; set to 1 to make clear coat specular white (as it should be), set to COLORED to make clear coat use tint color for specular
UseMetallicReflections = 0 ; metallic reflections force them to be a specific tint, like gold does
SpecularBase = 0.2, 100

[SHAKING_EXHAUST_...]
MESHES = GEO_EXT_Exhaust
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.35, 0.35, 0.3

;--------------  PBR  ---------------

[INCLUDE: common/materials_interior.ini]
DisableDev = 1

[Material_Leather_v2]
Materials=INT_Dashplastic
DetailScale=90
Brightness=0.2
DetailNormalBlend=6
ApplyTilingFix=1

[Material_Carpet_v2]
Materials=INT_Carpet
DetailScale=140
BrightnessAdjustment=0.5
ApplyTilingFix=1

[Material_Carpet_v2]
Materials=INT_FloorMats
DetailScale=10
Brightness=0.9
DetailNormalBlend=1
ApplyTilingFix=1

[Material_Fabric_v2]
Materials=INT_SeatCloth, INT_DashCloth
DetailScale=50
Brightness=0.5
ApplyTilingFix=1

[Material_Fabric_v2]
Materials=INT_Roofliner
DetailScale=90
Brightness=0.7
ApplyTilingFix=1

[Material_Plastic_v2]
Materials=INT_HKS_Gauges_Plastic
DetailScale=2
Brightness=0.5
ApplyTilingFix=1

[Material_Plastic_v2]
Materials=INT_DarkPlastic
DetailScale=30
Brightness=1.2
ApplyTilingFix=1

[Material_Metal_v2]
Materials=INT_Chrome, INT_HKS_Gauges_Chrome
Metalness = 0.2
BrightnessAdjustment = 10
DetailTexture = 1 
ApplyTilingFix=1

;---------------------------------------------------------
;EXTRAS

[EMISSIVE_HIGHBEAM_...]
NAME=GEO_EXT_HeadLight_Glass_NM
COLOR=6,5,4,30 
FALLBACK_HEADLIGHTS_COLOR=6,5,4,10
LAG=0.8
SIMULATE_HEATING=1
LOCATION=FRONT
CLUSTER_THRESHOLD=0.5
CAST_LIGHT=0
CHANNEL=1

[EMISSIVE_LIGHT_...]
NAME=GEO_EXT_HeadLight_TurnSignal_Glass_NM
COLOR=6,5,4,30 
LAG=0.8
SIMULATE_HEATING=1
LOCATION=FRONT
CLUSTER_THRESHOLD=0.5
CAST_LIGHT=0
CHANNEL=0

[EMISSIVE_REVERSE_...]
NAME=GEO_EXT_TailLight_Reverse_Glass
COLOR=1,0.8,0.7,50
LAG=0.7
SIMULATE_HEATING=1
LOCATION=REAR
CAST_LIGHT=1

[EMISSIVE_EXTRA_B_...]
NAME=GEO_EXT_HeadLight_Glass_NM
COLOR=16,14,0,30 
LAG=0.8
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
CHANNEL=2

;gauges casted
[EXTRA_FX_EMISSIVE_...]
MESHES = GEO_INT_Gauges  ; list of meshes          
RANGE = 0.11             ; 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)
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
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

[EXTRA_FX] 
MASK_GBUFFER = GEO_INT_Glass

;gauges casted
[EXTRA_FX_EMISSIVE_...]
MESHES = GEO_arrowSPEED_SUB0, GEO_arrowFUEL_SUB0, GEO_arrowRPM_SUB0, GEO_arrowTEMP_SUB0   ; list of meshes          
RANGE = 0.01             ; 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 = 1             ; set for 0 for point light and 1 for directed light, or to 
                         ; something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
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

;gauges casted
[EXTRA_FX_EMISSIVE_...]
MESHES = GEO_INT_HKS_Bg  ; list of meshes          
RANGE = 0.08             ; 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)
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
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

[EXTRA_FX] 
MASK_GBUFFER = GEO_INT_HKS_Glass

;gauges casted
[EXTRA_FX_EMISSIVE_...]
MESHES = GEO_ARROW_TURBO   ; list of meshes          
RANGE = 0.01             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.18              ; 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)
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only
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

;------------------------------------------------------------------------------------
;INTERIOR

[EMISSIVE_EXTRA_A_...]
NAME=GEO_arrowSPEED_SUB0, GEO_arrowFUEL_SUB0, GEO_arrowRPM_SUB0, GEO_arrowTEMP_SUB0, GEO_ARROW_TURBO, GEO_ARROW_INMF_PRESS, GEO_ARROW_FUEL_PRESS, GEO_ARROW_OIL_PRESS
COLOR=5,5,5,1
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR=5,5,5,1

[EMISSIVE_EXTRA_A_...]
NAME=GEO_INT_Gauges
COLOR=0,10,4
LAG=0.4
SIMULATE_HEATING=1
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR=0,10,4

[EMISSIVE_EXTRA_A_...]
NAME=GEO_INT_HKS_Bg
COLOR=3,3,3
LAG=0.4
SIMULATE_HEATING=1
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR=3,3,3

[EMISSIVE_EXTRA_B_...]
NAME=LED_YellowLight
COLOR=5,0,0,15
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...]
NAME=LED_HighBeam
COLOR=0,1,5,15 
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HANDBRAKE_...]
NAME=LED_HandBrake
COLOR=5,0,0,15
LAG=0
CAST_LIGHT=0
BLINK_FREQENCY_HZ=1.4

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=LED_TurnSignal_L
COLOR=0,5,0,15 
LAG=0
CAST_LIGHT=0
BLINK_FREQENCY_HZ=1.4

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=LED_TurnSignal_R
COLOR=0,5,0,15
LAG=0
CAST_LIGHT=0
BLINK_FREQENCY_HZ=1.4

;----------------------------------------
;BRAKE LIGHTS

[EMISSIVE_BRAKE_...]
NAME=GEO_EXT_Taillight_Brake_Glass
COLOR=500,0,0
FALLBACK_HEADLIGHTS_COLOR=100,0,0
FALLBACK_BRAKES_COLOR=500,0,0
FALLBACK_BRAKES_COLOR_HIGHER=1
LOCATION=REAR
CAST_LIGHT=1
CHANNEL=1,2

;---------------------------------------------------------------------------------
;TURNSIGNALS

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=GEO_EXT_TurnSignal_Fender_Glass
COLOR=100,30,10, 10
LOCATION=LEFT
CAST_LIGHT=1
CHANNEL=3

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=GEO_EXT_TurnSignal_Bumper_Glass
COLOR=100,30,10, 10
LOCATION=FRONT
CAST_LIGHT=1
CHANNEL=3

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=GEO_EXT_TailLight_TurnSignal_Glass
COLOR=100,30,10, 10
LOCATION=REAR
CAST_LIGHT=1
CHANNEL=3

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=GEO_EXT_TailLight_TurnSignal_Glass
COLOR=100,30,10, 10
LOCATION=REAR
CAST_LIGHT=1
CHANNEL=4

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=GEO_EXT_TurnSignal_Bumper_Glass
COLOR=100,30,10, 10
LOCATION=FRONT
CAST_LIGHT=1
CHANNEL=4

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=GEO_EXT_TurnSignal_Fender_Glass
COLOR=100,30,10, 10
LOCATION=RIGHT
CAST_LIGHT=1
CHANNEL=4