///ABOUT///
Config created by Euro, v1.0



///MISC///

[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini, common/grass_fx.ini

[SHADER_REPLACEMENT_1]
MATERIALS=TREES, TREES SMALL
LOD_IN=0
LOD_OUT=250

[PARTICLES_FX]
FIREWORKS_POS_1 = 323.49, -244.73, 128.53
FIREWORKS_POS_2 = 4.65, -200.67, -1063.54
FIREWORKS_POS_3 = 926.16, -163.36, 331.92


[CREW]
HIDE_IN_TRACK_DAY_MODE=1 
HIDE_IN_SINGLE_PRACTICE_SESSION=1

[Material_DistantEmissive]
Materials=LIGHTS BULBS
UseAlpha=0              
UseEmissiveTexture=0     
FloodlightPower=2.0   
FloodlightEXP=10.0     
DistantGlowTextured=1   
BrightnessMult=1       
DistantGlowMult_v2=1.0       
DistanceMult_v2=0.1       
DistantGlowEXP_v2=1.0        
DistantGlowHeightMult_v2=1
DistantGlowRadius_v2=0.25     
DistanceSoftFactor_v2=1.0   
DotRadiusMult_v2=1           
DotBrightnessMult_v2=2       
DotBrightnessCenter_v2=2
CONDITION=NIGHT_SMOOTH  


///CONDITIONS///

[CONDITION_1]
NAME=BLINK
INPUT=ONE
DELAY=0
FLASHING_FREQUENCY=1.5
FLASHING_SMOOTHNESS=3
FLASHING_SKIP_OFF_STATE=1
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
FLASHING_LUT=(|0=0|1=1)

[CONDITION_2]
NAME=BLINKFAST
INPUT=ONE
DELAY=0
FLASHING_FREQUENCY=1.5
FLASHING_SMOOTHNESS=3
FLASHING_SKIP_OFF_STATE=1
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
FLASHING_LUT=(|0=1|1=0)


///GRASS AND RAIN///

[GRASS_FX]
GRASS_MATERIALS= GRASS ZERO, GRASS EDGE, DRAINS EDGE
ORIGINAL_GRASS_MATERIALS= BUSHES ROADSIDE
ORIGINAL_GRASS_MESHES=
OCCLUDING_MATERIALS= WALLS ZERO, SIGNS, CURBS ZERO, RAILS, ROAD, CHECKPOINT 1, CHECKPOINT 2, CHECKPOINT 3, START GATE, FINISH GATE
OCCLUDING_MESHES=
SHAPE_SIZE = 1
SHAPE_TIDY = 0
SHAPE_WIDTH = 1.0
MASK_MAIN_THRESHOLD = 0.6
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -0.05
MASK_MAX_LUMINANCE = 0.1
MASK_BLUR = 1
TEXTURE = happogahara_grass.dds
TEXTURE_GRID = 8, 3

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 7, 1
PIECE_0_SIZE_MULT = 1
PIECE_0_CHANCE = 0.02
PIECE_1 = 4, 1
PIECE_1_CHANCE = 0.1
PIECE_1_SIZE_MULT= = 0.5
PIECE_2 = 2, 2
PIECE_2_CHANCE = 0.01
PIECE_3 = 3, 0
PIECE_3_SIZE_MULT = 0.5


[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 6
SHAPE_TIDY = 0.5
SHAPE_WIDTH = 1.0
MASK_MAIN_THRESHOLD = 0.8
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -0.05
MASK_MAX_LUMINANCE = 0.1
MASK_BLUR = 1
TEXTURE_BASE_CHANCE = 0.5
TEXTURE_GROUP_0_CHANCE = 1

[GRASS_FX_ADJUSTMENT_1]
MATERIALS = GRASS ZERO
MAP=A

[RAIN_FX]
PUDDLES_MATERIALS = ROAD, DRAINS EDGE, GRASS EDGE, PARKING, GRAVEL, ROAD SIDE, DRAINS
SOAKING_MATERIALS = ROAD, DRAINS EDGE, GRASS EDGE, PARKING, LEAFS, GRASS ZERO, WALLS ZERO, TREES, BUSHES SMALL, BUSHES, MIRRORS, REFLECTORS, SIGNS, GRAVEL, POWERLINES, ROAD SIDE, CURBS ZERO, DRAINS, MOUNTAINS ZERO, TREES FLAT ZERO, RIVER ZERO, TREES SMALL, CONES, RAILS, SPONSORS ZERO
SMOOTH_MATERIALS = MIRRORS, REFLECTORS, SIGNS
ROUGH_MATERIALS = LEAFS, GRASS ZERO, WALLS ZERO, TREES, BUSHES SMALL, BUSHES, MOUNTAINS ZERO, TREES FLAT ZERO, RIVER ZERO, TREES SMALL



///LIGHTING///

[LIGHTING]
BOUNCED_LIGHT_MULT=1,1,1,1
CAR_LIGHTS_LIT_MULT=0.15
ENABLE_TREES_LIGHTING=1
LIT_MULT=1
SPECULAR_MULT=1

[BOUNCED_LIGHT]
SUPPORTED = 1 
DEPTH_EXPANSION_STEPS=1  
SURFACE_MATERIALS =ROAD, ROAD SIDE, PARKING, DRAINS, WALLS ZERO, GRAVEL, BRIDGE SUPPORT ZERO 
OBJECT_MATERIALS =SIGNS, RAILS, PROPS
SPOT_MATERIALS =GRASS ZERO, GRASS EDGE


[SMOOTH_NORMALS_1]
MATERIALS = ROAD, ROAD SIDE, DRAINS, GRASS ZERO, GRASS EDGE, LIGHTS, LIGHTS BULBS, CARS, PARKING, PROPS, MOUNTAINS ZERO, MIRRORS, ROCKS ZERO, RIVER ZERO, CARS 
PRECISION = 0.0001
NORMAL_CONTRIBUTION = 0


[MATERIAL_ADJUSTMENT_1]
ACTIVE=1
DESCRIPTION=Reflectors
MATERIALS=REFLECTORS
KEY_0=extBounceBack
VALUE_0=2
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_2]
ACTIVE=1
DESCRIPTION=Signs and low reflection
MATERIALS=SIGNS, CONES
KEY_0=extBounceBack
VALUE_0=0.1
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_3]
ACTIVE=1
DESCRIPTION=Red Reflective Poles
MATERIALS=RAILS POLES
KEY_0=extBounceBack
VALUE_0=0.3
CONDITION=ALWAYS_ON


[SHADER_REPLACEMENT_2]
MATERIALS = BUSHES, BUSHES ROADSIDE, BUSHES SMALL
DOUBLE_FACE_SHADOW_BIASED = 1


[SHADER_REPLACEMENT_3]
MATERIALS = TREES, TREES SMALL, TREES FLAT ZERO, BUSHES, BUSHES SMALL, BUSHES ROADSIDE
SHADER = ksTree_ppshadows


///ARCADE STAGE GATE LIGHT SOURCE///

[MATERIAL_ADJUSTMENT_4]
DESCRIPTION=Gate Spotlights
ACTIVE=1
KEY_0 = ksEmissive
VALUE_0 = 253,245,230, 0.01
VALUE_0_OFF = 0,0,0
MATERIALS=START GATE LIGHTS FRONT, START GATE LIGHTS BACK, FINISH GATE LIGHTS FRONT, FINISH GATE LIGHTS BACK, START GATE LIGHTS SPOT LEFT, START GATE LIGHTS SPOT RIGHT, FINISH GATE LIGHTS SPOT LEFT, FINISH GATE LIGHTS SPOT RIGHT, START GATE LIGHTS SIDE, FINISH GATE LIGHTS SIDE
CONDITION =NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_5]
DESCRIPTION = CP Blinking Lights
ACTIVE = 1
KEY_0 = ksEmissive
VALUE_0 = 25.3,24.5,23.0, 0.2
VALUE_0_OFF = 0,0,0
MATERIALS = CHECKPOINT 3 LIGHTS OUTER,CHECKPOINT 2 LIGHTS OUTER,CHECKPOINT 1 LIGHTS INNER
CONDITION = BLINK

[MATERIAL_ADJUSTMENT_6]
DESCRIPTION = CP Blinking Lights
ACTIVE = 1
KEY_0 = ksEmissive
VALUE_0 = 25.3,24.5,23.0, 0.2
VALUE_0_OFF = 0,0,0
MATERIALS =CHECKPOINT 3 LIGHTS INNER,CHECKPOINT 2 LIGHTS INNER,CHECKPOINT 1 LIGHTS OUTER
CONDITION = BLINKFAST

[MATERIAL_ADJUSTMENT_7]
DESCRIPTION=Checkpoint Sign Lights
ACTIVE=1
KEY_0 = ksEmissive
VALUE_0 = 253,245,230, 0.01
VALUE_0_OFF = 0,0,0
MATERIALS=CHECKPOINT 2 LIGHTS TOP BACK,CHECKPOINT 2 LIGHTS TOP FRONT,CHECKPOINT 1 LIGHTS TOP BACK,CHECKPOINT 1 LIGHTS TOP FRONT,CHECKPOINT 3 LIGHTS TOP FRONT,CHECKPOINT 3 LIGHTS TOP BACK, CHECKPOINT 1 LIGHTS SIDE, CHECKPOINT 2 LIGHTS SIDE, CHECKPOINT 3 LIGHTS SIDE
CONDITION =NIGHT_SMOOTH





///ARCADE STAGE GATE LIGHT CAST///

[LIGHT_SERIES_1]
DESCRIPTION = Start/Finish Gate Lights
ACTIVE = 1
MATERIALS = START GATE LIGHTS FRONT, START GATE LIGHTS BACK, FINISH GATE LIGHTS FRONT, FINISH GATE LIGHTS BACK, START GATE LIGHTS SPOT LEFT, START GATE LIGHTS SPOT RIGHT, FINISH GATE LIGHTS SPOT LEFT, FINISH GATE LIGHTS SPOT RIGHT, START GATE LIGHTS SIDE, FINISH GATE LIGHTS SIDE
COLOR=253,245,230, 0.25
DIFFUSE_CONCENTRATION=1
DIRECTION = 0,1,0
OFFSET = 0,-0.05,0
RANGE = 4 
SPOT = 180
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=0
CLUSTER_THRESHOLD = 0
FADE_AT = 500
FADE_SMOOTH=200.0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_2]
DESCRIPTION = Checkpoint Gate Lights Front
ACTIVE = 1
MATERIALS = CHECKPOINT 1 LIGHTS TOP FRONT, CHECKPOINT 2 LIGHTS TOP FRONT, CHECKPOINT 3 LIGHTS TOP FRONT
COLOR=253,245,230, 0.8
DIFFUSE_CONCENTRATION=1
DIRECTION = 0,-1,0
OFFSET = 0,0,0
RANGE =2.6
SPOT = 180
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=0
CLUSTER_THRESHOLD = 2
FADE_AT = 500
FADE_SMOOTH=200.0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_3]
DESCRIPTION = Checkpoint Gate Lights Back
ACTIVE = 1
MATERIALS = CHECKPOINT 1 LIGHTS TOP BACK, CHECKPOINT 2 LIGHTS TOP BACK, CHECKPOINT 3 LIGHTS TOP BACK
COLOR=253,245,230, 0.8
DIFFUSE_CONCENTRATION=1
DIRECTION = 0,-1,0
OFFSET = 0,0,0
RANGE =2.6
SPOT = 180
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=0
CLUSTER_THRESHOLD = 2
FADE_AT = 500
FADE_SMOOTH=200.0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_4]
DESCRIPTION = Checkpoint Gate Lights Side Up
ACTIVE = 1
MATERIALS = CHECKPOINT 1 LIGHTS SIDE, CHECKPOINT 2 LIGHTS SIDE, CHECKPOINT 3 LIGHTS SIDE
COLOR=253,245,230, 0.4
DIFFUSE_CONCENTRATION=1
DIRECTION = 0,1,0
OFFSET = 0,-0.4,0
RANGE =2
SPOT = 100
SPOT_SHARPNESS = 0
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=0
CLUSTER_THRESHOLD = 1
FADE_AT = 500
FADE_SMOOTH=200.0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_5]
DESCRIPTION = Checkpoint Gate Lights Side Down
ACTIVE = 1
MATERIALS = CHECKPOINT 1 LIGHTS SIDE, CHECKPOINT 2 LIGHTS SIDE, CHECKPOINT 3 LIGHTS SIDE
COLOR=253,245,230, 0.4
DIFFUSE_CONCENTRATION=1
DIRECTION = 0,-1,0
OFFSET = 0,0.4,0
RANGE =2
SPOT = 100
SPOT_SHARPNESS = 0
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=0
CLUSTER_THRESHOLD = 1
FADE_AT = 500
FADE_SMOOTH=200.0
CONDITION = NIGHT_SMOOTH


///STREET LIGHTS///

[LIGHT_SERIES_6]
DESCRIPTION = Street Lamps
ACTIVE = 1
MATERIALS= LIGHTS BULBS
DIRECTION = 0,-1,0
OFFSET = 0,0,0
RANGE = 30
SPOT = 180
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET = 0   
CLUSTER_THRESHOLD = 0
FADE_AT = 1000
COLOR = 255, 199, 87, 0.065
SINGLE_FREQUENCY = 0.7
SPECULAR_MULT=1.0
DIFFUSE_CONCENTRATION=1
CONDITION = NIGHT_SMOOTH


[MATERIAL_ADJUSTMENT_8]
DESCRIPTION = Street Lamps
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 199, 87, 0.15
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MATERIALS= LIGHTS BULBS
CONDITION = NIGHT_SMOOTH
