[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: navigators_maps.ini]
[INCLUDE: plate.ini]
────────────────────── WIPERS ────────────────────────
[WIPERS]
FRONT_0=
FRONT_1=
BACK=Geometry91
──────────────────────────────────────────────
[DATA] 
DISABLE_LIGHTSINI = 1
──────────────────────────────────────────────
[LIGHTING] ; Standard Config - Do Not Change
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
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



────────────────────── ANALOG ARROWS ────────────────────────

[ANALOG_INDICATOR_...]
INPUT=WATER_TEMPERATURE
NAME=
ZERO=-0.0
STEP=-1.195

[ANALOG_INDICATOR_...]
INPUT=OIL_TEMPERATURE
NAME=
ZERO=5.0
STEP=-0.195

[ANALOG_INDICATOR_...]
INPUT = RPM
NAME = ARROW_RPM
ZERO=5.000
MIN_VALUE=0
STEP=0.028
SPEED_LAG = 0.66
INPUT_LAG_UP = 0.75
INPUT_LAG_DOWN = 0.75

[INSTRUMENTS]
RPM_VINTAGE =0 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

────────────────────── Exterior PBR Shaders────────────────────────
[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.01
WIDTH=0.2

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[BRAKEDISC_FX]
ACTIVE = 1   


────────────────────── DOUBLE SIDED MESH ────────────────────────
[SHADER_REPLACEMENT_...]
MESHES = 
CULL_MODE = DOUBLESIDED
────────────────────── TRANSPARENT ────────────────────────
[SHADER_REPLACEMENT_...] ; Sets Mesh Transparent, Has to be Alpha-Blend,
MESHES =
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = int_decals,defrostlines
IS_TRANSPARENT = 1
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
MATERIALS = 
IS_TRANSPARENT = 1
BLEND_MODE = ALPHA_BLEND




[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS =EXT_Tl_PATTERN_noao
PROP_0 = ksDiffuse, 0.0
PROP_1 = ksAmbient, 0.0
PROP_2 = ksSpecular, 0.015
PROP_3 = ksSpecularEXP,100

──────────────────────────────────────────────

[EXTRA_FX]
;Light Glass
MASK_GBUFFER =material:EXT_GLASS,material:EXT_RED_GLASS
;Interior Glass
SKIP_GBUFFER =  Base Weight017,gls_clear004,Base Weight017,material:Material #25
GLASS_FILTER =



────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_carpaint.ini]


; body paint
[Material_CarPaint_Metallic]
Materials=ext_Body_Paint?
ColoredSpecular =0.9
SpecularBase = 0.3, 40
BrightnessAdjustment=0.5






; body paint matte
[Material_CarPaint_Matte]
Materials=
ColoredSpecular=1
FresnelMax = 1
;FresnelC = 0.1
AmbientSpecular = 1.0
AmbientSpecularEXP = 4.0
SpecularBase = 0.125, 4
SpecularSun = 0.0,5
PROP_...=detailUVMultiplier,0

; interior paint
[Material_CarPaint_Metal]
Materials=int_Body_Paint
AmbientSpecular = 0
FresnelC = 0.2
BrightnessAdjustment=0.5

; caliper paint
[Material_CarPaint_Solid]
Materials=ext_Wheel_brake_caliper
AmbientSpecular = 0

; wheel paint
[Material_CarPaint_Metallic]
Materials =
BrightnessAdjustment=1
SpecularBase = 0.1, 10
;;


; wheel chrome look
[Material_CarPaint_Chrome]
Materials =ext_Wheel_paint1,ext_Wheel_paint2
FresnelC = 0.1
AmbientSpecular=0.25
SpecularBase = 0.1,40


────────────────────── EXHAUST ────────────────────────



[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0



[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT=0.8, 0.5, 1.0, 1.0
1INTENSITY_MULT=2
1SIZE_MULT=2.45
TEMPERATURE_MULT=2.0

[EXHAUST_FLAMES]
ANTILAG=1
ANTILAG_DELAY=0.1
ANTILAG_INTENSITY= 0.65
ANTILAG_INTERVAL_MAX=0.6
ANTILAG_INTERVAL_MIN=0.1
ANTILAG_TURBO_THRESHOLD=0.3
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.1 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=3 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=0.9; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7500 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=5000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=50
FLAT_SHIFT=0
FLAT_SHIFT_COOLDOWN=0.03 
FLAT_SHIFT_DURATION=0.002 
FLAT_SHIFT_GAS_THRESHOLD=40 
FLAT_SHIFT_INTENSITY=0.1
FLAT_SHIFT_PROBABILITY=1.0
FLAT_SHIFT_RPM_THRESHOLD=4000
LIMITER=1.0 
LIMITER_DELAY=0.1 
LIMITER_INTENSITY=0.5
LIMITER_RPM_THRESHOLD=7400
[SHAKING_EXHAUST_0]
MESHES =
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 2
POINT_0_SCALE = 0.175, 0.55, 0.1


[PARTICLES_FX_EXHAUST]
COLOR=0.7, 0.75, 0.9, 0.5
GROW=0.1, 0.1


────────────────────── AUDIO ────────────────────────

[AUDIO_PROPERTIES]
ENGINE_EXT_BOOST=1
ENGINE_INT_BOOST=1
TURBO_THROTTLE=1
[AUDIO_VOLUME]
ENGINE_EXT =1
ENGINE_INT =1
GEAR_EXT =1
GEAR_INT =1
BODYWORK = 1
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER =1
TURBO =1

[AUDIO_PITCH]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1.0
DIRT=1.0
DOWN_SHIFT=1.0
ENGINE_EXT=1
ENGINE_INT=1
GEAR_EXT=1.0
GEAR_GRIND=1.0
GEAR_INT=1.0
HIT=1.0
HORN=1.0
LIMITER=1.0
SCRAPE=1.0
SKID_EXT=1.0
SKID_INT=1.0
TRACTION_CONTROL_EXT=1.0
TRACTION_CONTROL_INT=1.0
TRANSMISSION=1.0
TURBO=1
WHEEL=1.0
WIND=1.0



[AUDIO_PARAMETER_TRANSFORM]
; Originally, AC would sent 10000 to soundbank, but now it’ll send 5000 instead. Or, 
; it’ll send 2500 instead of 5000 — values in-between these points are linearly interpolated.
ENGINE_EXT_RPMS = (| 600=800 | 7500=9000|)
ENGINE_INT_RPMS = (| 600=800 | 7500=9000|)


────────────────────── LICENSE PLATE LIGHTS ────────────────────────

;Plate Light
[EMISSIVE_LIGHT_...]
NAME=Plate_Light001
COLOR=255, 255, 255,1
OFF_COLOR=0,0,0
CAST_LIGHT=1
LAG = 0.8
CHANNEL = 0

[LIGHT_LICENSEPLATE]
MESHES=EXT_LP_US
OFFSET= 0.03 ,0.01, -0.05
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.4
SPOT=170
SPOT_SHARPNESS=0.5
COLOR=5
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


────────────────────── LIGHTS ────────────────────────





[EMISSIVE_LIGHT_...] ; Lowbeam 
NAME=lights_smooth_CH1_00C600FF001,lights_smooth_CH1_00C600FF002
COLOR=120,120,120      
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=
COLOR=120,120,120
LAG=0.1
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] ; DRL 
NAME=screw_001_0D0000FF002,screw_001_0D0000FF001
COLOR=120,120,130,0.15
OFF_COLOR=120,120,130,0.15

LOCATION=NONE
CAST_LIGHT=0

;NEEDLES
[EXTRA_FX_EMISSIVE_...]
MESHES =screw_001_0D0000FF001,screw_001_0D0000FF002
RANGE = 0.07          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .1              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0         ; set for 0 for point light and 1 for directed light, or to 
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 1        ; show up for exterior views only
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
SPLIT_ELEMENTS =1       ; split meshes into elements before generating samples, 




[LIGHT_HEADLIGHT_0] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=120,100,80,0.05
LAG=0.1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.1, 2
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.56
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.0, 0.485, 2.09
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0
────────────────────── TAIL LIGHTS ────────────────────────


;DRL 
[EMISSIVE_LIGHT_...] 
NAME=screw_001_000000FF005,screw_001_000000FF004
COLOR=50, 2, 0, 2.5
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] 
NAME=lense_001,lense_003
COLOR=3,0,0
LAG=0.7
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_...] 
NAME=lense_002,lense_004
COLOR=1,0,0
LAG=0.6
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5


; Brakelights 
[EMISSIVE_BRAKE_...] 
NAME=lights_smooth_CH1_00C600FF005,lights_smooth_CH1_00C600FF004
COLOR=50, 2, 0,5
LAG=0.1
SIMULATE_HEATING=0
CAST_LIGHT=1
LOCATION=REAR
CLUSTER_THRESHOLD=0.5

;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=
COLOR=50, 5, -10,5
FALLBACK_HEADLIGHTS_COLOR = 50, 5, -10
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

;EMERGENCY BRAKE
[EMISSIVE_BRAKE_...] 
NAME=Base Weight013,chrome_000000FF005
COLOR=50, 2, 0, 2
OFF_COLOR=0,0,0
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR = 50, 2, , 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking

[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.568
MIRROR_DIRECTION=0
POSITION=0.0, 0.673, -2.17
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4
────────────────────── REVERSE LIGHT ────────────────────────

[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME =lights_smooth_CH001,metal_satin_000080FF001 ; name (one or more) of a mesh to glow
COLOR = 10,10,10,12     ; glowing color if condition is met
LAG = 0.0                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1        ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.620
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.696, -2.29
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4
────────────────────── INDICATORS ────────────────────────

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Front Left Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=lights_smooth_CH1_0D0000FF001
COLOR=100,20,0,2
LAG=0.
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Left Mid Turnsignal
NAME=lights_smooth_CH1_0D0000FF002
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_...] ; Rear Left Turnsignal 
NAME=chrome_002_0D0000FF001
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Front Right Turnsignal w/DRL Enabled LEAVE BLANK IF NOT USED
NAME=ff
COLOR=100,20,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Mid Right Turnsignal
NAME=lights_smooth_CH1_0D0000FF003
COLOR=100,20,0,5
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=MIDDLE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Rear Right Turnsignal 
NAME=chrome_002_0D0000FF002
COLOR=100,30,0,1
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── FOG LIGHTS ────────────────────────

[EMISSIVE_EXTRA_A_0] ; Front FogLight - Extra A
BIND_TO_EXTRA_A=1
NAME=
COLOR=12,10,8
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

────────────────────── REFRACTION ────────────────────────
[REFRACTING_HEADLIGHT_0]
SURFACE =
INSIDE = 
INSIDE_BULBS=
OVERLAY = 
SYNC_EMISSIVE_AUTO=1
────────────────────── INTERIOR LIGHTS ────────────────────────

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=digital_gauges001,GPS
COLOR=2,2,2
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1
OFF_COLOR=1,1,1

[EMISSIVE_LIGHT_...] ; Cluster Light
NAME=CLUSTER
COLOR=1,1,1.5
OFF_COLOR=1,1,1.5,.5
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0
DISABLE_WITH_EMISSIVE_LIGHT = 1





[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=11_Symbols001,28_Intsymbols002,28_Intsymbols001,27_Intguys001,17_intSymbols|pillartrim_a001,11_Symbols|steeringcolumn_a001
COLOR=2,2,2

LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...] ; Interior Decal Lights
NAME=star
COLOR=25
LAG=0
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_...] ; Arrows Light
NAME=Plane001
COLOR=2,2,4
OFF_COLOR=2,2,2,0.5
LAG=0.9
SIMULATE_HEATING=0
LOCATION=INTERIOR
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_...]
NAME =RPM_LED_0
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 6500
COLOR = 111,00,0,30.1
BLINKING_PATTERN=(|0=3||1=0|)
BLINKING_DURATION=0.15
TOGGLE_VISIBILITY=1

;RPM
[EMISSIVE_...]
NAME =oil_13
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 60
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_12
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 62
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_11
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 64
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_10
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 65
COLOR = 10,10,10
TOGGLE_VISIBILITY=1


[EMISSIVE_...]
NAME =oil_9
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 66
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_8
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 68
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_7
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 70
COLOR = 10,10,10
TOGGLE_VISIBILITY=1


[EMISSIVE_...]
NAME =oil_6
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 72
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_5
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 74
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_4
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 75
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_3
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 76
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_2
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 79
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_1
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 82
COLOR = 10,10,10
TOGGLE_VISIBILITY=1

[EMISSIVE_...]
NAME =oil_0
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 84
COLOR = 10,10,10
TOGGLE_VISIBILITY=1


[EMISSIVE_...]
NAME =oil_0
INPUT = OIL_TEMP
CAST_LIGHT=1
INPUT_THRESHOLD = 84
COLOR = 10,10,10
TOGGLE_VISIBILITY=1


────────────────────── STERO/GPS ────────────────────────
[Navigator_StyleModernDark]
Meshes = GEO_INT_CENTRAL_DISPLAY
@ = Navigator_Size, Resolution = "512, 512", Size = "512, 272", Offset = "0, 120", Scale = 1.5
Brightness = 0.5
UPCOMING_TURN_DISTANCE_ROUND_TO = 100


[Display_AndroidAuto]
Meshes = GPS
Resolution = 740,640
Size = 640, 450
Offset = 50, 40
Scale = 1,0.75
RearCameraPosition = 0.00, 0.5, -2.45
aftermarketComponent=1



────────────────────── WARNING LIGHTS ────────────────────────
; Interior Left Turnsignal
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=seatbelt006
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME=seatbelt007
COLOR=0,10,0,3
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior High Beam
[EMISSIVE_HIGHBEAM_...] 
NAME=seatbelt008
COLOR=0,0,10,3
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Low Beam
[EMISSIVE_LIGHT_...] ; 
NAME=seatbelt004
COLOR=0,10,0,5
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0.5

; Interior Hazard
[EMISSIVE_HAZARD_0]
COLOR=40,4,4,0.35
NAME=hazard_warning
FALLBACK_HEADLIGHTS_COLOR=40,4,4,0.1
LAG=0.2

; Warning ABS Inaction
[EMISSIVE_ABS_INACTION_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
LAG=0.2

; Warning ABS Off
[EMISSIVE_ABS_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0,0,0
OFF_COLOR=10,5.6,-4
LAG=0.2

; Warning Traction Off 1
[EMISSIVE_TRACTIONCONTROL_0] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

;Warning Traction In Action
[EMISSIVE_TRACTIONCONTROL_INACTION_0] 
COLOR=20,4,0.1,3.5
NAME=Warning_Light08
TOGGLE_VISIBILITY = 0
LAG=0.2

; Warning Handbrake
[EMISSIVE_HANDBRAKE_0]
NAME=seatbelt002
TOGGLE_VISIBILITY = 0
COLOR=45,0.7,0, 1.8
LAG=0.25

[EMISSIVE_...] ; Warning Suspension
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2
 
; Warning Engine
[EMISSIVE_...] 
NAME=seatbelt003
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

; Warning Tyre Pressure
[EMISSIVE_...] 
NAME=seatbelt005
TOGGLE_VISIBILITY = 0
COLOR=20,4,0.1,3.5
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 38
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

; Warning Fuel
[EMISSIVE_...] 
NAME=
TOGGLE_VISIBILITY = 0
COLOR=20,3.5,0.1,35
INPUT=FUEL
INPUT_THRESHOLD = 12
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

; Stalled Manual Only
[EMISSIVE_...] 
NAME=seatbelt
BIND_TO=STALLED 
TOGGLE_VISIBILITY = 0
COLOR=5,0 ,0 , 3.5
LAG=0.3

────────────────────── INTERIOR EMISSIVE FX ────────────────────────
;NEEDLES
[EXTRA_FX_EMISSIVE_...]
MESHES =
DIGITAL_INSTRUMENTS = ?  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.015            ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1.1              ; 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)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
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
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = …      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible


;CLUSTER SELFLIGHT
[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
AMBIENT_INFLUENCE = 1
COLOR=110, 64, 20, 0.06
DIFFUSE_CONCENTRATION=0.6
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
SPOT=180
RANGE=0.14
POSITION = 
MIRROR=0, 0, 0
DIRECTION=0, 0.3, -1
LAG=0.3
SPECULAR_MULT=10
SPOT_SHARPNESS=0

;DECAL EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MATERIALS =
RANGE = 0.01              ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 2.1                ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0
INTERIOR_ONLY = 1

[EXTRA_FX_EMISSIVE_...]
MESHES =GPS
RANGE = 0.1             ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =   0.5            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1
INTERIOR_ONLY = 1
EMISSIVE_TWEAK=0
;CLUSTER EMISSIVE
[EXTRA_FX_EMISSIVE_...]
MESHES =CLUSTER ; list of meshes
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.1  ; 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)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0      ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 0             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
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
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
      



[EXTRA_FX_EMISSIVE_...]
MESHES =lights_smooth_CH1_00C600FF002,lights_smooth_CH1_00C600FF001
RANGE = 0.2
COLOR = 0.05
DIRECTED = 1
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 0
EMISSIVE_TWEAK = 0

SPLIT_ELEMENTS = 1
NORMAL_SHIFT = 0



────────────────────── OUTSIDE EMISSIVE FX ────────────────────────

;SELFLIGHT HEADLIGHT
[LIGHT_EXTRA_...]
BOUND_TO = Base Weight013
COLOR=250,250,250, 1.5
DIFFUSE_CONCENTRATION=0.7
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.6
LAG=0.9 
FADE_AT=60
FADE_SMOOTH=53
MIRROR=
POSITION=0.0078, 1.12, -1.04
DIRECTION=0, 0, -1
RANGE=0.60
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=3
SPOT=162
SPOT_SHARPNESS=0.001

────────────────────── MATERIALS (PAINT) ────────────────────────

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metal]
Materials = Material #1298,carPaint.008
UseMetallicReflections = 1
FresnelMax = 3
FresnelC = 0.2
FlakesK = 2
ClearCoatThickness = 0.06
ColoredSpecular = 1.0
AmbientSpecular = 0.5
BrightnessAdjustment = 0.38

────────────────────── MATERIALS (EXTERIOR) ────────────────────────

[INCLUDE: common/materials_interior.ini]

[Material_DigitalScreen]
Meshes =
MatrixType = IPS         ; valid values: IPS, TN
UseTextureCoordinates = 0  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 1420          ; amount of pixels horizontally
ScreenAspectRatio = 7   ; aspect ratio, height/width
Emissive = 1          ; screen brightness
FlipXY = 0                 ; rotate display 90°

;Int Plastic
[Material_Plastic_v2]
Materials = INT_PLASITC
BrightnessAdjustment = 0.2
DetailScale = 50
DetailTextureBlur = 1
DetailNormalBlend = 0.5
Reflectance = 0.02
Smoothness = 0.1

;Int Fake Leather
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.2
DetailScale =411
DetailNormalBlend = 1
Reflectance = 0.02
Smoothness = 0.1
 

;Int Smooth Plastic
[Material_Plastic_v2]
Materials = Material #81
BrightnessAdjustment = 0.25
DetailScale = 0
DetailTextureBlur = 1
DetailNormalBlend = 0
Reflectance = 0.15
Smoothness = 0.2

;Int Piano Black
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.9
DetailScale = 0
Reflectance = 0.15
Smoothness = 0.999999

;Int Alcantara
[Material_Velvet_v2]
Materials = INT_ALCNT_ROOF
DetailScale=70
DetailNormalBlend = 1
BrightnessAdjustment=0.17
ApplyTilingFix=0

;Int Carpet
[Material_Velvet_v2]
Materials = 
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.8
DetailScale = 60
ClothSheenColor = 1,1,1
BrightnessAdjustment = 0.1



[Material_Leather]
Materials =INT_LEATHER,st_wheel
Smoothness=0.5
DetailScale=80
Brightness=0.7

[Material_Leather]
Materials =INT_ST_PERFORATED
Brightness=1.3

;Int Detailed Leather
[Material_LeatherDetailed]
Materials =
Smoothness = 0
Reflectance = 0.004
ApplyTilingFix = 0
HasDetailNormals = 1
DetailNormalBlend = 0.1
DetailScale = 140
DetailNormalPBRFormat = 1
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.5

[Material_Leather_v2]
Materials= INT_DASH_BOARD
DetailScale = 80
DetailNormalPBRSecondaryColor = 0.5, 0.5, 0.5, 0.1
Brightness = 1
DetailNormalPBRSmoothness=0.7

[Material_Carbon]
Materials=INT_LEATHER_CARBON_ST
DetailScale=300


[Material_Leather]
Materials =int_leather_paint2,int_leather_paint1
Smoothness=0.5
Brightness=1
[Material_Carbon]
Materials=INT_CARBON_USING_CHROMEAO
DetailScale=1500
;Int Old Leather
[Material_Leather_v2]
Materials = 
Reflectance = 0.02
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
DetailScale = 100
BrightnessAdjustment = 0.34

;Int Alu 1 
[Material_Aluminium_v2]
Materials = INT_CHROME

;Int brushed
[Material_Metal_v2]
Materials = 
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_brushed.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_brushed_detail.dds
DetailNormalBlend = 1
DetailScale = 5
Metalness = 0.9
BrightnessAdjustment = 0.2
Smoothness = 0.9
Reflectance = 0.5
DetailNormalPBRSmoothness = 1.75

;Int Carbon
[Material_Carbon]
Materials=
RESOURCE_0=txDetail
RESOURCE_TEXTURE_0=carbon_fiber2.png
RESOURCE_1=txNormalDetail
RESOURCE_TEXTURE_1=carbon_fiber_nm2.png
DetailScale=165
Brightness=0.4
DetailNormalBlend=1

────────────────────── MATERIALS (EXTERIOR) ────────────────────────
[Material_Aluminium_v2]
Materials=ID07_painted_metal_smooth.001
Smoothness = 0.0
Metalness = 0.4
Reflectance = 0.4
BrightnessAdjustment = 0.4
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.4
DetailScale = 60
DetailNormalBlend = 10
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0.05
ApplyTilingFix = 1

;Ext Rim Chrome
[Material_Aluminium_v2]
Materials = 
BrightnessAdjustment = 0.2
DetailScale = 0
Metalness = 0.3
Reflectance = 0.5
LocalReflectionsSharpness = 1

;Ext Metal
[Material_Metal_v2]
Materials = EXT_GREY_CHROME
BrightnessAdjustment = 0.1
DetailScale =0
DetailNormalPBRSmoothness=0.3
Reflectance = 0.1

[Material_Metal_v2]
Materials =EXT_CHROME
BrightnessAdjustment = 0.25
DetailScale = 0
Metalness = 0.5
Reflectance = 0.3

[Material_Plastic]
Materials =EXT_PLASTIC,Material #1300

[Material_Plastic]
Materials =metal_RGH_001_000008FF,ID12_plastic_ch1_custom_diffusemap
Smoothness=.2
Reflectance=0.05
Brightness=0.5




[Material_MetalOld_v2],
Materials=ID07_painted_metal_smooth.001,ID15_chrome,ID57_metal_rgh_embossed_001,ID28_metal_anodized_0000F8FF,ID15_chrome.001

[Material_Metal_v2]
Materials =ID16_metal_smooth,Material #1301,ID18_chrome
DetailNormalPBRSmoothness=0.9

[Material_Carbon]
Materials =ID23_heatsheild_001
Brightness=5
DetailScale=1500
Metalness=0.9

[Material_Plastic]
Materials =eng
Smoothness=0.6
Brightness=0.3


[Material_Metal_v2]
Materials =EXT_BLACK_CHROME
BrightnessAdjustment = 0.0
DetailScale =0
Metalness = 0.2
Reflectance = 0.0


;Ext Metal Headlight House
[Material_Metal_v2]
Materials = EXT_HDL_METAL
Smoothness = 0.5
Metalness = 0.9
Reflectance = 0.6
BrightnessAdjustment = 1
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=1

[Material_CarPaint_Solid]
Materials =EXT_GLOSS_PLASTIC
BrightnessAdjustment=.02
SpecularBase=0.02,150
AmbientSpecular=.5


;Ext Smooth Plastic
[Material_Plastic_v2]
Materials =
Metalness = 0.05
Reflectance = 0.1
Smoothness = 0.8
BrightnessAdjustment = 0.05
ApplyTilingFix = 1
DetailScale = 0

;Ext Rough Chrome
[Material_Plastic_v2]
Materials = 
BrightnessAdjustment = 0.15
Reflectance = 0.7
Metalness = 0.5
Smoothness = 0.6
DetailScale = 35
DetailTextureBlur = 1
DetailNormalBlend = 0.2

;Ext Carbon
[Material_Carbon]
Materials = EXT_CARBON
DetailScale = 400
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_CARBON_NM.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_CARBON_D.dds
Brightness = 0.2
ClearCoatF0 = 0.2
CubemapReflectionBlur = 0,0

[Material_Carbon]
Meshes = 
DetailScale = 400
RESOURCE_2 = txNormalDetail
RESOURCE_FILE_2 = PBR_CARBON_NM.dds
RESOURCE_3 = txDetail
RESOURCE_FILE_3 = PBR_CARBON_D.dds
Brightness = 0.2
ClearCoatF0 = 0.2
CubemapReflectionBlur = 0,0

;License plate

;[INCLUDE: common/materials_license_plate.ini]
[Material_LicensePlate_Europe]
────────────────────── MATERIALS (GLASS) ────────────────────────
[INCLUDE: common/materials_glass.ini]

ExteriorGlassHeadlightsMeshes=
ExteriorGlassFilmedMaterials=


[Material_Glass]
Materials=timing_cover_clear
MaskPass=1

;Clear Glass
[Material_Glass]
Materials =EXT_GLASS
ThicknessMult = 1
IOR = 2.4
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
PROP_1... = ksAmbient, 0.0

[Material_PhotoelasticGlass]
Meshes = gls_clear_000080FF002
PhotoelasticityMult = 1.1

[Material_Glass]
Meshes =gls_clear_002,gls_clear_001
ThicknessMult = 3
IOR = 1.5
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 1
PROP_1... = ksAmbient, 0.0

;Interior Glass
[Material_Glass]
Materials = 
FilmIOR = 1.25 
ThicknessMult = 2
ProfileFix = 0

;Glass Nm
[Material_Glass]
Materials= 
IOR = 3              ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ProfileFix = 0.03    ; adds thickness to glass for glazing angles
UseNormalMapWithAlpha = 1
BrightnessAdjustment = 0.5
ThicknessMult = 2.5

; Red Glass Nm
[Material_Glass] 
Materials =
IOR = 1.5        ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 8; thicker glass passes less light through
ProfileFix = 0.1    ; adds thickness to glass for glazing angles
MaskPass = 6       ; mask pass opacity
MaskPassColor = 255, 50, 00  ; mask pass color adjustment
Desaturate = 0.0 
Refraction = 1
BrightnessAdjustment = 0.4
ExtraLightsAdjustment = 0.01

; Red Glass
[Material_Glass]
Materials=EXT_RED_GLASS
IOR = 1.5           ; looks better like this
FilmIOR = 1.5      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1 ; thicker glass passes less light through
ProfileFix = 0    ; adds thickness to glass for glazing angles
MaskPass = 1.2      ; mask pass opacity
MaskPassColor = 255, 5, 0  ; mask pass color adjustment
BrightnessAdjustment = 1
Desaturate = 0
ExtraLightsAdjustment = 0.

; Window Glass
[Material_Glass]
Materials=EXT_WINDOWS
MaskPass=0.3
EXTRA_MASK_PASS_COLOR=0,255,255
ThicknessMult=3
Desaturate=0
FilmIOR=2
────────────────────── MATERIALS (TIRES) ────────────────────────
[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS = tire
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS =tail
PROP_... =extColoredReflection, 1
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.2

[SHADER_REPLACEMENT_...]
MATERIALS =INT_SPEAKERS
SHADER=ksPerPixelNM_UVMult
PROP_...=diffuseMult,1
PROP_...=normalMult,1
PROP_... = ksSpecularEXP, 20
PROP_... = ksSpecular, 0.1
[SHADER_REPLACEMENT_...] ; Tyres
MATERIALS =Material #25
PROP_... = ksAmbient, 0.02
PROP_... = ksDiffuse, 0.02