[INCLUDE: common/materials_interior.ini]
DisableDev = 1
[INCLUDE: common/materials_glass.ini]
---------------------------------
;Reverse

[EMISSIVE_REVERSE_0]
NAME = reverse  ; name (one or more) of a mesh to glow
COLOR = 98, 94, 76          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; 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 = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

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

[Material_Chrome]
Materials = misc_chrome(exhaust), chrome
Smoothness = 1
Metalness = 0.15
Reflectance = 0.5
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0.1

;;RIM PBR
[Material_InteriorPBRDetail]
Materials = rim_metal, metal_black_rim, caliper, emblem
ColorSource=DIFFUSE
Reflectance=0.1
Smoothness=0.5
Metalness=0.1
CubemapReflectionBlur=0.6 
Brightness=1
OcclusionMult=1
DetailScale=100
ApplyTilingFix=1

[Material_Carbon]
Materials = carbon_fiber
BrightnessAdjustment = 0.30
ClearCoatF0 = 0.1
DetailScale = 700
Metalness = 0.1
Reflectance = 0.1

[Material_InteriorPBRDetail]
Materials = s7_grille
ColorSource=DIFFUSE
Reflectance=0.1
Smoothness=0.25
Metalness=0.05
CubemapReflectionBlur=0.6 
Brightness=1
OcclusionMult=1
DetailScale=100
ApplyTilingFix=1

[Material_InteriorPBRDetail]
Materials = leather_panel, leather_perforated, leather, alcantara(headliner)
BrightnessAdjustment = 0.18
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 5
DetailScale = 2
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailNormalBlend = 1

[Material_InteriorPBRDetail]
Materials = INT_plastic
BrightnessAdjustment = 0.15
Reflectance = 0.53
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 1.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0.5
DetailTextureBlur = 5

[Material_InteriorPBRDetail]
Materials = plastic_misc
BrightnessAdjustment = 0.4
DetailScale = 0
Reflectance = 0.2
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 1.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 5

[Material_Aluminium_v2]
Materials = chrome, int_metal_chrome_2, int_metal_low_chrome
Metalness = 0.3
Reflectance = 1
BrightnessAdjustment = 0.8
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 0
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2
 
[Material_InteriorPBRDetail]
Materials = mottled_carpet
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.5
DetailScale = 60
ClothSheenColor = 1, 1, 1

----------------------------------------------
;Glass

[Material_Glass]
Materials = glass_exterior, black_glass
BrightnessAdjustment = 1    ; set to alter brightness
ExtraLightsAdjustment = 0.38  ; intensity of extra lights
ThicknessMult = 1
IOR = 1.5    ; index of refraction for glass, usualy, 1.5
Refraction = 0
RefractionBias = 0    ; increase to force use of refraction buffer everywhere and make refraction blurred, for matte glass or glass sides
RefractionRainbow = 0
FilmIOR = $IOR  ; redefine IOR for external film layer to increase reflections
MaskPass = 1  
EXTRA_MASK_PASS = 0
EXTRA_MASK_PASS_OPACITY = 5    ; mask pass opacity
Desaturate = 1

[Material_PhotoelasticGlass]
Meshes = glassHL_glass
FilmIOR =3
PROP_... = extExtraSharpLocalReflections, -0.001
PhotoelasticityBaseScale = 5 ; this parameter alters scale in general
PhotoelasticityNoiseScale =0.09  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.7 ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 3 ; how many stripes are there
ProfileFix = 0.04

---------------------------------------
; LIGHTS

[EMISSIVE_BRAKE_...]
NAME=RL_brake_lamps, RL_main_lighter_lamp
COLOR=500,0,0,1.5
FALLBACK_HEADLIGHTS_COLOR=255,0,0,1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1

[LIGHT_HEADLIGHT_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=1000
BOUND_EXP=1
COLOR=0.957143, 0.957143, 1, 20
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.0, 0.15, 1.0
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=100
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=100
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=1
MIRROR=0.733
MIRROR_DIRECTION=1
POPUP_ENABLED=0
POSITION=0, 0.481, 1.48
RANGE=500
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=129.6
SECOND_SPOT_INTENSITY=0.27
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=70
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=100
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0
 
[EMISSIVE_LIGHT_...]
NAME=HL_glass_main_light
COLOR=45,45,50, 5
LAG=0.0
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_0]
NAME=headlight_glass
COLOR=45,45,50, 10
LAG=0.7
SIMULATE_HEATING=0.5
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

--------------------------------------------------
; Exhaust

[INCLUDE: common/gt3_exhaust_glow.ini]

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = sal_s7_04_lod0_exhaustLa_misc_
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 0
INPUT_MAX = 95
INPUT_LUT = (| 82 = 0 | 95 = 1 |)
AFFECTS_TRACK = 100
SPECULAR_MULT = 100

[BASIC]
DIESEL_ENGINE = 0 		; or 1

[PARTICLES_FX_EXHAUST_...]
POSITION = 	0.352, 0.332, -2.51	; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.15, 0.12			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = 0.258, 0.333, -2.51	; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.15, 0.12			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.253, 0.332, -2.51	; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.15, 0.12			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

[PARTICLES_FX_EXHAUST_...]
POSITION = -0.352, 0.331, -2.51	; self explanatory
DIRECTION = 0, 0.3, -1 			; self explanatory
COLOR = 0.75,0.8,1 			; RGB blend - 0,0,0 is black, 1,1,1 is white
LIFE = 1, 2 				; how long particles last in the air before disappearing
SPEED = 0.5, 1 				; how fast smoke particles fly from the exhaust
SPREAD = 0.25				; initial spread of particles
STARTING_SIZE = 0.04			; initial size of particles
SPAWN_OFFSET = 0.02			; initial spawn point offset (length-wise)
INTENSITY = 0.15, 0.12			; smoke intensity
TEMPERATURE_LAG = 1 			; engine heating up (1 to disable)
SPEED_THRESHOLD = 15, 100 		; speed at which the smoke disappears

float2 p_spread_k = {0.25f};
float2 p_grow_k = {-0.4f};
float2 p_starting_size = {0.03f};
float2 p_spawn_offset = {0.02f};
float2 p_life = {1.6f, 2.f};
float2 p_speed = {0.4f, 0.8f};
float2 p_intensity = {0.2f, 0.4f};
float2 p_temperature_threshold = {40.f, 60.f};
float2 p_speed_threshold = {5.f, 20.f};```

-----------------------------------------------------
;Paint

[INCLUDE: common/materials_carpaint.ini]
CarPaintVersionAware=4
CarPaintMaterial = carpaint
DisableDev = 1

[Material_CarPaint_Metallic]
Skins = 00_s7_bright_yellow
FresnelMax = 1
FresnelC = 0.1
PearlescentSpecular = 0.9
BrightnessAdjustment = 0.8 ; compensates for ambient specular
SpecularBase = 1, 100
SpecularSun = 1, 100
SpecularMult = 1
AmbientSpecular = 1
AmbientSpecularEXP = 100
SunMultiplier = 1
ClearCoatThickness = 0.08
FlakesK = 3

[Material_CarPaint_Metallic]
Skins = 06_s7_cherry
FresnelMax = 1
FresnelC = 0.1
PearlescentSpecular = 1
BrightnessAdjustment = 0.65 ; compensates for ambient specular
SpecularBase = 1, 100
SpecularSun = 1, 100
SpecularMult = 1
AmbientSpecular = 1
AmbientSpecularEXP = 100
SunMultiplier = 1
ClearCoatThickness = 0.08
FlakesK = 3

[Material_CarPaint_Metallic]
Skins = 06_s7_blue_metallic
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.5 ; compensates for ambient specular
SpecularBase = 1, 100
SpecularSun = 1, 100
SpecularMult = 1
AmbientSpecular = 1
AmbientSpecularEXP = 100
SunMultiplier = 1
ClearCoatThickness = 0.08
FlakesK = 3

[Material_CarPaint_Metallic]
Skins = 06_s7_purple
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.68 ; compensates for ambient specular
SpecularBase = 1, 100
SpecularSun = 1, 100
SpecularMult = 1
AmbientSpecular = 1
AmbientSpecularEXP = 100
SunMultiplier = 1
ClearCoatThickness = 0.08
FlakesK = 3

[Material_CarPaint_Metallic]
Skins = 06_s7_sliver
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.57 ; compensates for ambient specular
SpecularBase = 1, 100
SpecularSun = 1, 100
SpecularMult = 1
AmbientSpecular = 1
AmbientSpecularEXP = 100
SunMultiplier = 1
ClearCoatThickness = 0.08
FlakesK = 2

[Material_CarPaint_Metallic]
Skins = 03_s7_orange, 02_s7_black, 01_s7_red, 00_s7_yellow, 04_s7_blue, LM
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 1 ; compensates for ambient specular
SpecularBase = 1, 100
SpecularSun = 1, 100
SpecularMult = 1
AmbientSpecular = 1
AmbientSpecularEXP = 100
SunMultiplier = 1
ClearCoatThickness = 0.08
FlakesK = 2

[Material_CarPaint_Pearl]
Skins = 06_s7_white
PearlescentSpecular = 0.5
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.8 ; compensates for ambient specular
SpecularBase = 1, 100
SpecularSun = 1, 100
SpecularMult = 1
AmbientSpecular = 1
AmbientSpecularEXP = 100
SunMultiplier = 1
ClearCoatThickness = 0.08
FlakesK = 2
--------------------------------------------------------
; Turnsignal

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=turnsignal_l/front
COLOR=50,20,0, 20
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=turnsignal_l/middle
COLOR=90,20,0, 10
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=turnsignal_l/rear
FALLBACK_HEADLIGHTS_COLOR=3,2,1, 0.3
COLOR=50,20,0, 20
LAG=0.13
SIMULATE_HEATING=0.1
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=turnsignal_r/front
COLOR=90,30,0, 15
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=turnsignal_r/middle
COLOR=90,30,0, 5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=turnsignal_r/rear
COLOR=90,20,0, 20
FALLBACK_HEADLIGHTS_COLOR=3,2,1, 0.3
LAG=0.13
SIMULATE_HEATING=0.1
LOCATION=REAR

--------------------------------------------
; Selflighting

[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]
BOUND_TO =HL_glass_main_light
POSITION=0, 0.48, 1.48
RANGE=0.2
SPOT=75
MIRROR=0.783
COLOR= 45,45,50,10
DIRECTION=-0.1,0,1

[SelfLight_Headlights]
BOUND_TO =headlight_glass
POSITION=0, 0.475, 1.48
RANGE=0.25
SPOT=75
MIRROR=0.603
COLOR= 45,45,50,10
DIRECTION=0,0,1

-------------------------------------
; Wiper

[ANIMATED_WIPER_...]
MESHES =sal_s7_04_lod0_body_weatherstrip__SUB0
UNDERLYING_SURFACE = cockpit_glassF, side_windows, sal_s7_04_cockpit_interior_glass_
DEBUG = 1 ; remove when everything is ready
GROUP_0 = 'sal_s7_04_lod0_body_weatherstrip__SUB0@A=*'
GROUP_0_ANGLE_TO = -96.500000
GROUP_0_AXIS = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_0 = 0.000000, 0.707107, 0.707107
GROUP_0_AXIS_OFFSET_1 = 0.000000, 0.707107, 0.707107
GROUP_0_END = 0.591074, 0.670973, 0.569104
GROUP_0_PIVOT = -0.065432, 0.606407, 0.761185



[MESH_ADJUSTMENT_...]
MESHES =sal_s7_04_lod0_body_weatherstrip__SUB0
MOVE_TO = modelRoot:y

[BASIC]
DISABLE_WIPER_KSANIM = 1

