[INCLUDE]
INCLUDE=common/no_popup_lights.ini
[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = EXT_BODY
[Material_CarPaint_Solid]
FresnelMax = 0.7
FresnelC = 0.1
BrightnessAdjustment = 0.9
ClearCoatThickness = 0.3
ColoredSpecular = 0.5
AmbientSpecular = 0.5
AmbientSpecularEXP = 2.5
ApplyTilingFix = 0

[INCLUDE: common/materials_interior.ini]

;PBR GLASS
[INCLUDE: common/materials_glass.ini]
[Material_Glass]
Materials = glass_ext
ThicknessMult = 2.0
EXTRA_MASK_PASS = 1.0
EXTRA_MASK_PASS_OPACITY = 0.1
FilmIOR=3.0

[Material_Plastic]
Materials = EXT_BLACK_WINDOW
Smoothness = 1
Reflectance = 0.3
BrightnessAdjustment = 0.1
DetailScale = 100
OcclusionMult = 1
DetailTexture = plastic_dark.dds

[Material_Plastic]
Materials = ext_black_glossy
Smoothness = 1
Reflectance = 0.3
BrightnessAdjustment = 0.1
DetailScale = 100
OcclusionMult = 1
DetailTexture = plastic_dark.dds



[Material_Plastic]
Materials = EXT_CARBON
Smoothness = 0.9
Reflectance = 0.2
BrightnessAdjustment = 0.2
DetailScale = 500
OcclusionMult = 1
DetailTexture = merc_carbon.dds

[Material_Plastic]
Materials = EXT_PLASTIC,ext_plastic3
Smoothness = 0.9
Reflectance = 0.2
BrightnessAdjustment = 0.25
DetailScale = 150
OcclusionMult = 1
DetailTexture = plastic_dark.dds


[Material_Plastic]
Materials = banner
Smoothness =1
Reflectance = 0.7
BrightnessAdjustment = 0.4
DetailScale = 1
DetailTexture = banner.dds


[Material_Metal_v2]
Materials = ext_chrome
Metalness= 0
Smoothness = 0.5
Reflectance = 0.
CubemapReflectionBlur = 1
BrightnessAdjustment = 0.2
DetailScale = 15
OcclusionMult = 1
DetailTexture = INT_ALU_scratches.dds

[Material_Metal_v2]
Materials = metal_lid
Metalness=0.5
Smoothness = 0.5
Reflectance = 0.8
CubemapReflectionBlur = 1
BrightnessAdjustment = 0.3
DetailScale = 1
OcclusionMult = 1
DetailTexture = metal_lid_d_1.dds

[Material_InteriorPBRDetail]
Materials = EXT_Mechanicals
Metalness=0.
Smoothness = 0.8
Reflectance = 0.3
CubemapReflectionBlur = 0.5
BrightnessAdjustment = 0.3
OcclusionMap=1
DetailNormalBlend = 0.
DetailScale = 1
DetailTexture = Mechanicals_D.dds

[Material_InteriorPBRDetail]
Materials = EXT_FRONT_LIGHTS
Metalness=1
Smoothness = 1
Reflectance = 0
CubemapReflectionBlur = 0.1
BrightnessAdjustment = 0.4
OcclusionMap=1
DetailNormalBlend = 0.3
DetailScale = 1
DetailTexture = EXT_Lights_Color.dds

[Material_InteriorPBRDetail]
Materials = EXT_REAR_LIGHT
Metalness=0.8
Smoothness = 1
Reflectance = 0.8
CubemapReflectionBlur = 0.5
BrightnessAdjustment = 1
OcclusionMap=1
DetailNormalBlend = 0.1
DetailScale = 1
DetailTexture = EXT_Lights_Color.dds

[Material_Glass]
Materials = _front_light_glass,_gls_red
FilmIOR=3
ThicknessMult = 0.5
MaskPass = 0.5            ; mask pass opacity
MaskPassColor = 0, 0, 0  ; mask pass color adjustment
  

[LIGHT_HEADLIGHT_0]
COLOR=2,2,2,2
POPUP_ENABLED=0
POSITION=0, 0.5, 2.1 
MIRROR=0.62
MIRROR_DIRECTION=1
RANGE=300
DIRECTION=0.12345, -0.13, 0.65
RANGE_FIRSTPERSON=490.0       ; range when car is close to camera
RANGE_CARS_NEARBY=130.0        ; range when car is nearby, to avoid blinding
RANGE_CARS_DISTANT=190.0      ; range when car is far away
RANGE_GRADIENT_OFFSET=0.0     ; increase to move gradient further from the camera
FADE_FROM=7ll40.0               ; when to fade until full deactivation, from
FADE_TO=990.0                 ; when to fade, to
SPOT=99.0                     ; angle of spotlight, in degress
SPOT_SHARPNESS=0.7           ; how sharp should be spotlight
SPOT_EDGE=0.14, 0.14, 0.14    ; at what point of vertical axis (0–1, where 1 is fully vertical), light should stop
SPOT_EDGE_SHARPNESS=5.0      ; how sharp should be this limitation
SECOND_SPOT=189.0             ; second spotlight, to lit up areas nearby
SECOND_SPOT_SHARPNESS=0.1     ; how sharp second spotlight should be
SECOND_SPOT_SKIP=0.2         ; that’s the cheapest move, but you can make it ignore areas nearby to kind of imitate shadows
SECOND_SPOT_RANGE=25.0        ; range of second spotlight
SECOND_SPOT_INTENSITY=0.9    ; intensity of second spotlight
RELATIVE_TO=HEADLIGHT_L,HEADLIGHT_R


[LIGHT_EXTRA_0]     ; Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=1,1,1,8
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200;5
FADE_SMOOTH=5
MIRROR=0.62
POSITION=0, 0.5, 2.1 ;links hoch vor
DIRECTION=0.2873479,-0.428353,0.8567059  ;0,-0.6,1
RANGE=100;1.25
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=80;120
SPOT_SHARPNESS=0.1

[LIGHT_EXTRA_1]    ;interiorLight
BIND_TO_EXTRA_B=1    ; if "1" on/off with "Alt+NUMPAD_8"
COLOR=72,61,139,0.018
DIFFUSE_CONCENTRATION=0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=50
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.1,0.90,-0.01
DIRECTION=0,-10,0
RANGE=1
RANGE_GRADIENT_OFFSET=0.01
SPECULAR_MULT=1
SPOT=250
SPOT_SHARPNESS=0.5
position=rechts/links, hoch/runter, vorne/hinten


[TYRES_FX_FRONT]
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0

[TYRES_FX_REAR]
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0
--------------------------------------------------------
--                EXTERIOR LIGHT TWEAKS                --
---------------------------------------------------------

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.7
GRADIENT_OFFSET=0.1
MULT=1, 1, 1, 1
OFFSET=2

[INCLUDE: common/selflighting.ini]
[SelfLight_Headlights]
MIRROR=0.7
DIRECTION=-0.01, 0.1, 0.1
POSITION=0, 0.5, 2.1 
DIFFUSE_CONCENTRATION=0.8
BIND_TO_HEADLIGHTS=1
SPOT_SHARPNESS=0
SPOT=50
COLOR=60
SPECULAR_MULT=0
RANGE=0.9
[SelfLight_Headlights]
COLOR=30
BIND_TO_HEADLIGHTS=1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200
FADE_SMOOTH=5
MIRROR=0.8
POSITION=0, 0.5, 2.18
DIRECTION=1,1,1
RANGE=0.5;1.25
SPECULAR_MULT=0
SPOT=240
SPOT_SHARPNESS=0.5
[SelfLight_Headlights]
COLOR=80
BOUND_TO=headlights
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200
FADE_SMOOTH=5
MIRROR=0.46
POSITION=0, 0.28, 2.5
DIRECTION=0, 0, 0.5
RANGE=0.7
SPECULAR_MULT=0
SPOT=120
SPOT_SHARPNESS=0.5

[SelfLight_Breaklights]
COLOR=80
BOUND_TO= REARLIGHT_L_3, REARLIGHT_L_2, REARLIGHT_L_1, REARLIGHT_R_3, REARLIGHT_R_2, REARLIGHT_R_1
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=200
FADE_SMOOTH=5
MIRROR=0.46
POSITION=0, 0.28, 2.5
DIRECTION=0, 0, 0.5
RANGE=0.7
SPECULAR_MULT=0
SPOT=120
SPOT_SHARPNESS=0.5

[LIGHT_BRAKE_0]
AFFECTS_TRACK=1
COLOR=1, 0, 0, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.468203
OFF_COLOR=1, 0.0911936, 0.0265662, 1.05
OFF_FADE_MULT=1.674586
OFF_MIRROR=0.549986
OFF_MULT=0.1
OFF_POSITION=0, 0.54357, -2.56
OFF_RANGE_MULT=0.767561
POSITION=0, 0.547034, -2.43
RANGE=3
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=1
SPOT=135.5
SPOT_EDGE=0.582, 0.582, 0.582
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.3475

[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 = 25  ; increase to make more lines
GLOW_OFFSET = 0.2	; 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 = 0.135
DISC_RADIUS = 0.29 
LUMINOCITY_MASK = 0.125, 0.3
RIM_HEIGHT = 0.15
WEAR_FORCE=0.5

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 250  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around

[WIPERS_TRACE_...]
SURFACE = polySurface820, _polySurface1550
WIPERS = geo_tergi_1_3, geo_tergi_2_2

[INCLUDE_...]
INCLUDE=common/gt3_exhaust_glow.ini
VAR_0=ExhaustPoint, 0.0,0.40,-1.8
VAR_1=ExhaustLightPoint, 0.0,0.40,-2.0
VAR_3=ExhaustMeshes_PerPixel, exhaust 
VAR_7=ExhaustRadiusThicknessInv,0.01 
VAR_6=ExhaustRadiusInner, 3
VAR_8=ExhaustAreaScale,80, 85, 80
VAR_9=ExhaustNormalsK, 0.9
VAR_10=ExhaustLightRange,0.2
VAR_2=ExhaustGlowTint, 0.15
VAR_11=ExhaustTemperatureMin, 77
VAR_12=ExhaustTemperatureMax, 105

[PARTICLES_FX_EXHAUST]
COLOR=0.7, 0.75, 0.9, 0.5
GAS_LAG=0.9
GROW=1, 1
INTENSITY=0.05, 0.1
INTENSITY_MULT=1
LIFE=1.6, 2
POSITION_OFFSET=0, 0, 0
SPAWN_OFFSET=0.02, 0.02
SPEED=0.4, 0.8
SPEED_THRESHOLD=5, 20
SPREAD=1, 1
STARTING_SIZE=0.03, 0.03
TEMPERATURE_LAG=0.9995
TEMPERATURE_THRESHOLD=40, 60

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.6
CAR_BRIGHTNESS_MULT=1


[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME = signal_fl
COLOR=400, 100, 0
OFF_COLOR=0,0,0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME = REARLIGHT_L_3
RANGE_START_INDEX = 3
RANGE_END_INDEX = 3
RANGE_PREFIX = REARLIGHT_L_
SMOOTH_IN = 1
SMOOTH_OUT = 1
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 650,0,0, 1          ; color for when brakes are pressed
FALLBACK_HEADLIGHTS_COLOR = 50, 0, 0, 1     ; color for when headlights are on
OFF_COLOR = 0, 0, 0                         ; color for when emissive is off
LAG = 0.1
SIMULATE_HEATING = 0
LOCATION = REAR
ACT_AS_HEADLIGHTS = 0

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME = REARLIGHT_L_2
RANGE_START_INDEX = 2
RANGE_END_INDEX = 3
RANGE_PREFIX = REARLIGHT_L_
SMOOTH_IN = 1
SMOOTH_OUT = 1
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 650,0,0, 1          ; color for when brakes are pressed
FALLBACK_HEADLIGHTS_COLOR = 50, 0, 0, 1     ; color for when headlights are on
OFF_COLOR = 0, 0, 0                         ; color for when emissive is off
LAG = 0.5
SIMULATE_HEATING = 0
LOCATION = REAR
ACT_AS_HEADLIGHTS = 0

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME = REARLIGHT_L_1,
RANGE_START_INDEX = 3
RANGE_END_INDEX = 3
RANGE_PREFIX = REARLIGHT_L_
SMOOTH_IN = 1
SMOOTH_OUT = 1
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 650,0,0, 1          ; color for when brakes are pressed
FALLBACK_HEADLIGHTS_COLOR = 50, 0, 0, 1     ; color for when headlights are on
OFF_COLOR = 0, 0, 0                         ; color for when emissive is off
LAG = 0.8
SIMULATE_HEATING = 0
LOCATION = REAR
ACT_AS_HEADLIGHTS = 0

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME = signal_fr
COLOR=400, 100, 0
OFF_COLOR=0,0,0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME = REARLIGHT_R_3 
RANGE_START_INDEX = 3
RANGE_END_INDEX = 3
RANGE_PREFIX = REARLIGHT_R_
SMOOTH_IN = 1
SMOOTH_OUT = 1
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 650,0,0, 1          ; color for when brakes are pressed
FALLBACK_HEADLIGHTS_COLOR = 50, 0, 0, 1     ; color for when headlights are on
OFF_COLOR = 0, 0, 0                         ; color for when emissive is off
LAG = 0.1
SIMULATE_HEATING = 0
LOCATION = REAR
ACT_AS_HEADLIGHTS = 0

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME = REARLIGHT_R_2
RANGE_START_INDEX = 2
RANGE_END_INDEX = 3
RANGE_PREFIX = REARLIGHT_R_
SMOOTH_IN = 1
SMOOTH_OUT = 1
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 650,0,0, 1          ; color for when brakes are pressed
FALLBACK_HEADLIGHTS_COLOR = 50, 0, 0, 1     ; color for when headlights are on
OFF_COLOR = 0, 0, 0                         ; color for when emissive is off
LAG = 0.5
SIMULATE_HEATING = 0
LOCATION = REAR
ACT_AS_HEADLIGHTS = 0

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME = REARLIGHT_R_1
RANGE_START_INDEX = 1
RANGE_END_INDEX = 3
RANGE_PREFIX = REARLIGHT_R_
SMOOTH_IN = 1
SMOOTH_OUT = 1
COLOR = 50, 30, 5, 5                        ; color for when emissive is on
FALLBACK_BRAKES_COLOR = 650,0,0, 1          ; color for when brakes are pressed
FALLBACK_HEADLIGHTS_COLOR = 50, 0, 0, 1     ; color for when headlights are on
OFF_COLOR = 0, 0, 0                         ; color for when emissive is off
LAG = 0.8
SIMULATE_HEATING = 0
LOCATION = REAR
ACT_AS_HEADLIGHTS = 0


[Material_Metal_v2]
Materials = __EXT_RIM1
Metalness=0.5
Smoothness = 0.9
Reflectance = 0.3
CubemapReflectionBlur = 0.5
BrightnessAdjustment = 0.6
DetailScale = 1
OcclusionMult = 1
DetailTexture = EXT_Rim_Colour.dds


;[Material_Aluminium_v2]
;Materials = INT_ELECTRONIC_ALU
;BrightnessAdjustment = 0.25
;HasDetailNormals = 0
;Smoothness = 0.9
;Reflectance = 0.3
;CubemapReflectionBlur = 0
;UseClearCoat = 1
;ClearCoatSmoothness = 0.0
;ClearCoatIntensity = 1.0
;LocalReflectionsSharpness = 0
DetailScale = 10
;DetailTexture = 1
;DetailTexture = INT_ALU_scratches.dds

;[Material_Aluminium_v2]
;Materials = INT_STEER_ALU
;BrightnessAdjustment = 0.25
;HasDetailNormals = 0
;Smoothness = 0.9
;Reflectance = 0.3
;CubemapReflectionBlur = 0
;UseClearCoat = 1
;ClearCoatSmoothness = 0.0
;ClearCoatIntensity = 1.0
;LocalReflectionsSharpness = 0
DetailScale = 1
;DetailTexture = 1
;DetailTexture = INT_Steer_Colour.dds



[SHADER_REPLACEMENT_0]
MATERIALS = lumi_front
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
PROP_... = emSkipDiffuseMap, 1
PROP_... = ksEmissive, 200, 200, 200

[LED_PANEL_0]
MESHES = LUMI_FRONT      ; target mesh
TEXTURE_SLOT = txEmissive       ; target texture slot
RESOLUTION = 1024, 512          ; resolution of newly generated texture
MASKS_PACK = lumirank_font.zip  ; name of a pack with LED masks
DIGIT_0 = 33, 50, 256, 410      ; X, Y, width and height of a first digit
DIGIT_1 = 386, 50, 256, 410     ; X, Y, width and height of a second digit
DIGIT_2 = 738, 50, 256, 410     ; X, Y, width and height of a third digit
                                ; you can set as many digits as you need
BASE_COLOR = '#1adf00', 0.5    ; base color (when it’s not flashing)
FLASHING_COLOR = '#1eff00', 1  ; color for flashing
FLASHING_APPLY_MASK = 1        ; should mask be applied to flashing

FLASHING_PERIOD = 3.5        ; N24 flashing: period in seconds
FLASHING_TIME = 1.2          ; for how long it would flash in seconds
FLASHING_FREQUENCY = 6       ; flashing frequency in Hz
FLASHING_ACTIVE_SHARE = 0.7  ; how much time during flashing it spends in active stage

ROLE_0 = POSITION     ; first role
ROLE_1 = DRIVER_NAME
ROLE_2 = TEXT
ROLE_2_TEXT = GT4

ROLE_DURATION = 3     ; how much time in seconds each role lasts

