[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_carpaint.ini]

;GENERAL
[DATA]
DISABLE_LIGHTSINI = 0

----------------------------------------------------------------------------------
;GLASS
[Material_Glass]
Materials = Glass_Red, arjent_glass
ThicknessMult = 2
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 5

[Material_Glass]
Materials = Glass, EXT_Glass
ThicknessMult = 1
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 2

[REFLECTIONS_FX]
MASK_GBUFFER = material:Glass_int


[Material_Plastic_v2]
Materials = plastic, Plate_Rear, ext_plastic_wiper, ext_plastic, plastic_f_fbmp, arjent_matte
Brightness = 0.75
Smoothness = 0.925
DetailScale = 0
ColorSource = DIFFUSE

[Material_Plastic_v2]
Materials = EXT_Rubber, ext_rubber_wiper
Brightness = 0.75
Smoothness = 0
DetailScale = 0
ColorSource = DIFFUSE

[Material_Metal_v2]
Materials = ext_chrome, ext_black_glass, chrome, black_chrome_fbump, nodamage_env, ext_aluminium, arjent_base
Brightness = 0.4
ColorSource = DIFFUSE
DetailScale = 0
Metalness = 0.5
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
CubemapReflectionBlur= 0.8

[Material_Metal_v2]
Materials = wheel_police_chrome, wheel_police_black
Brightness = 1
OcclusionSource = NONE
DetailScale = 0
Metalness = 0.5
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
CubemapReflectionBlur= 0.8


;LICENSE PLATE LIGHT
[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=Plate_Rear
OFFSET=0.00, 0.1, -0.01
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.05
SPOT=175
SPOT_SHARPNESS=0.8
COLOR=1,1,1,20
FALLBACK_EMISSIVE=1,1,1,0.9
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP
FADE_AT=25
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1

[EMISSIVE_LIGHT_...]
NAME = vehiclelights
COLOR = 10,10,10

