[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = screens ; display mesh
Resolution = 1024, 1024    ; texture resolution
Size = 1000, 740        ; size of the screen area
Offset = 47, 110         ; left top corner of screen area
Scale = 1                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera



[INCLUDE: common/custom_emissive.ini]
HeatingMult = 0.5

[CustomEmissive]
Meshes =glass_06,black_shiny_54,chrome_07
@ = CustomEmissive_Rect, Channel = 3, Mirror, Start = 0, Size = 1
@ = TurningLightsFront, Channel = 3, Intensity = 15

[CustomEmissive]
Meshes = 
@ = CustomEmissive_Color, Channel = 3, Mirror, Color = "1, 0.5, 0"
@ = TurningLightsFront, Channel = 3, Intensity = 2, NotCastingLight
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelEXP, 5
PROP_... = fresnelC, 0.5
PROP_... = extColoredReflection, 1	

[CustomEmissive]
Meshes = 
@ = CustomEmissive_Rect, Channel = 3, Mirror, Start = 0, Size = 1
@ = TurningLightsRear, Channel = 3, Intensity = 2

Meshes = R_reverse_light1
@ = CustomEmissive_Rect, Channel = 1, Start = "0, 0", Size = "0, 0"
@ = ReverseLights, Channel = 1, Intensity = 4


[Material_PhotoelasticGlass]
Meshes = 
ExteriorGlassHeadlightsMaterials = EXT_GLASS
PhotoelasticityBaseScale = 4      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02
Refraction = 1

[BRAKEDISC_FX]
ALPHA_MASK = 0

[CustomEmissiveMulti]
Meshes = l1,rb2,tcoff        ; target mesh
Resolution = 1024, 1024    ; texture resolution for coordinates to work
@ = AlphaFromTxDiffuse
Intensity = 2

@ = MultiItem, Role = TURNSIGNAL_LEFT, Start = "178.7, 121.6", Size = "44.6, 30.8"
@ = MultiItem, Role = TURNSIGNAL_RIGHT, Start = "289.5, 121.3", Size = "44.5, 30.8"
@ = MultiItem, Role = TRACTIONCONTROL_INACTION, Start = "365.2, 196.7", Size = "38, 43"
@ = MultiItem, Role = DashWarningTC, Start = "365.2, 196.7", Size = "38, 43"



[EMISSIVE_TURNSIGNAL_LEFT_0]
RANGE_PREFIX = FOG_LIGHT.001
RANGE_START_INDEX = 0
RANGE_END_INDEX = 9
RANGE_DELAY=0.03 ; to compensate for that there are more of them
COLOR=230,120,0,8
OFF_COLOR=0,0,0
LAG=0.3
REPEAT_FREQENCY_HZ=2
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=2

[EMISSIVE_TURNSIGNAL_RIGHT_0]
RANGE_PREFIX = R_signal_
RANGE_START_INDEX = 0
RANGE_END_INDEX = 9
RANGE_DELAY=0.03 ; to compensate for that there are more of them
COLOR=230,120,0,8
OFF_COLOR=0,0,0
LAG=0.3
REPEAT_FREQENCY_HZ=2
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=2

[INCLUDE: common/materials_interior.ini]


[Material_Plastic_v2]
Materials = plastic__010101FF,INT_plastic_bump,plastic__010101FF,plastic__010101FF
Reflectance = 0.09
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 0.2
DetailScale = 15
Brightness = 0.2


[INCLUDE: common/materials_interior.ini]

[Material_Carbon]
Materials = carbon,Cabon2
HasDetailNormals = 1
BrightnessAdjustment = 0.3
Smoothness = 0.8
Reflectance = 0.13
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 650

[Material_Carbon]
Materials = carbon_int
HasDetailNormals = 1
BrightnessAdjustment = 0.3
Smoothness = 0.8
Reflectance = 0.13
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 650



[Material_Carbon]
Materials = toner
HasDetailNormals = 1
BrightnessAdjustment = 0.15
Smoothness = 0.8
Reflectance = 0.28
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 300


[Material_Metal_v2]
Meshes =logo_01
Metalness = 1
BrightnessAdjustment = 1
LocalReflectionsSharpness = 0.5
BrightnessAdjustment = 0.25
DetailNormalBlend = 1
DetailScale = 50
DetailNormalPBRSmoothnessGamma = 100
Smoothness = 0.95

[Material_Metal_v2]
Meshes =asimetry005.001
Metalness = 1
BrightnessAdjustment = 1
LocalReflectionsSharpness = 0.5
BrightnessAdjustment = 0.45
DetailNormalBlend = 1
DetailScale = 50
DetailNormalPBRSmoothnessGamma = 100
Smoothness = 0.95


[Material_Metal_v2]
Materials = Caliper
Metalness = 1
BrightnessAdjustment = 0.9
LocalReflectionsSharpness = 0.5
BrightnessAdjustment = 0.2
DetailNormalBlend = 1
DetailScale = 50
DetailNormalPBRSmoothnessGamma = 100
Smoothness = 0.95



;;RIM PBR
[Material_InteriorPBRDetail]
Materials = rim1_ao
ColorSource=DIFFUSE
Reflectance=0.2
Smoothness=0.05
Metalness=0.05
CubemapReflectionBlur=0.96
Brightness=0.
OcclusionMult=1.3
DetailScale=30
ApplyTilingFix=1

[Material_Aluminium_v2]
Meshes = black_shiny_51,silver_21,silver_07,silver_025,silver_027,chrome_013,chrome_013,chrome_08,chrome_06,chrome_02,chrome_12,chrome_01,chrome_04,CALIPER_LABELS_LF,CALIPER_LABELS_LR,CALIPER_LABELS_RR,CALIPER_LABELS_RF,asimetry005.002


[INCLUDE: common/materials_license_plate.ini]
[Material_LicensePlate_Europe]

[Material_Leather_v2]
Materials = 
ApplyTilingFix = 0
Reflectance = 0.0075
ColorSource = DIFFUSE
DetailScale = 60
DetailNormalTexture = leather_seat.dds
DetailNormalIntensity = 2.5
DetailNormalPBRReflectance = 1
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.035
Brightness = 0.4

[Material_Leather_v2]
Materials = 01:29 16/01/2022
ApplyTilingFix = 0
Reflectance = 0.0075
ColorSource = DIFFUSE
DetailScale = 60
DetailNormalTexture = leather_seat.dds
DetailNormalIntensity = 2.5
DetailNormalPBRReflectance = 1
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.035
Brightness = 0.3


[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1            ; 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 = 0.8      ; 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

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.35           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.25  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.35  ; inside radius of a rim
RIM_HEIGHT = 0.2   ; distance between surface of brake disc and vertical surface of a wheel rim

[INCLUDE: common/custom_emissive.ini]
HeatingMult = 0.5

[CustomEmissive]
Meshes =body_PARTS.004,FOG_LIGHT.001,Object017
@ = CustomEmissive_Rect, Channel = 3, Mirror, Start = 0, Size = 1
@ = TurningLightsFront, Channel = 3, Intensity = 2

[CustomEmissive]
Meshes = 
@ = CustomEmissive_Color, Channel = 3, Mirror, Color = "1, 0.5, 0"
@ = TurningLightsFront, Channel = 3, Intensity = 2, NotCastingLight
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelEXP, 5
PROP_... = fresnelC, 0.5
PROP_... = extColoredReflection, 1	

[CustomEmissive]
Meshes = 
@ = CustomEmissive_Rect, Channel = 3, Mirror, Start = 0, Size = 1
@ = TurningLightsRear, Channel = 3, Intensity = 2

Meshes = R_reverse_light1
@ = CustomEmissive_Rect, Channel = 1, Start = "0, 0", Size = "0, 0"
@ = ReverseLights, Channel = 1, Intensity = 4

[Material_Glass]
Meshes= d_glass_03,d_glass_01,d_glass_004
IOR = 2.4            ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 4  ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles
MaskPass = 5            ; mask pass opacity
MaskPassColor = 255, 255, 255  ; mask pass color adjustment

[Material_Glass]
Materials =
FilmIOR = 1.9
[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials=  glass_ext
ExteriorGlassHeadlightsMaterials = glass_ext

[Material_PhotoelasticGlass]
Meshes= glass_03

[Material_Glass]
Materials = d_glass
FilmIOR = 1.9
[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials=  glass_ext
ExteriorGlassHeadlightsMaterials = glass_ext

[EMISSIVE_EXTRA_A_2]
NAME=black_shiny_12
COLOR=100,100,100,2
ACT_AS_HEADLIGHTS=1
BLINK_REPEAT=0
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5
DIGITAL_INSTRUMENTS_IF_ACTIVE=0
DIGITAL_INSTRUMENTS_IF_ACTIVE_INVERSE=0
INPUT_LAG_DOWN=0
INPUT_LAG_UP=0
INPUT_MOD=0
INPUT_ROUND=0
INPUT_STALLED_LAG=0
INPUT_STALLED_VALUE=nan
INPUT_THRESHOLD_INVERSE=0
LAG=0.8
OFF_COLOR=0, 0, 0
ONLY_WITH_HEADLIGHTS=0
SIMULATE_HEATING=0.4
SYNC_BLINKING=0
TOGGLE_VISIBILITY=0
TOGGLE_VISIBILITY_INVERSE=0
USE_SMOOTH_TRANSITION=0

[Material_InteriorPBRDetail]

[Material_Leather_v2]
Materials = INTERIOR
Reflectance = 0.04
Smoothness = 0.07
DetailScale = 1100
DetailNormalIntensity = 1.3
ColorSource = DIFFUSE
ApplyTilingFix = 1
Brightness = 0.4

[EMISSIVE_LIGHT_...]
NAME=MAIN_LIGHT
COLOR=600,600,600
LAG=0.8
SIMULATE_HEATING=0.6
CAST_LIGHT=1 
LOCATION=FRONT

[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]
POSITION= 0 , 0.643 , 1.78
BOUND_TO= glass_01.001
MIRROR= 0.822

[Material_PhotoelasticGlass]
Meshes = glass_03,glass_11,r_glass_04
ExteriorGlassHeadlightsMaterials = glass
PhotoelasticityBaseScale =4   ; this parameter alters scale in general
PhotoelasticityNoiseScale = 90; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02
Refraction = 1


	









