///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 PINES
LOD_IN=0
LOD_OUT=150

[PARTICLES_FX]
FIREWORKS_POS_1 = -1183.41, -161.3, -661.86
FIREWORKS_POS_2 = 1007.16, 18.17, 1322.39
FIREWORKS_POS_3 = 319.33, 143.43, 623.32

[CREW]
HIDE_IN_TRACK_DAY_MODE=1 
HIDE_IN_SINGLE_PRACTICE_SESSION=1

[Material_DistantEmissive]
Materials=LIGHTS BULBS, LIGHTS TUNNEL
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, GRASS EDGE, FARMLAND
ORIGINAL_GRASS_MATERIALS=BUSHES ROADSIDE
ORIGINAL_GRASS_MESHES=
OCCLUDING_MATERIALS= WALLS, ROAD, RAILS, DRAINS, BUILDINGS, CURBS, OIL SPILLS, SIGNS, WALLS RETAINERS
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 = tsuchisaka_grass.dds
TEXTURE_GRID = 8, 3

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 7, 1
PIECE_0_SIZE_MULT = 1.2
PIECE_0_CHANCE = 0.02
PIECE_1 = 4, 1
PIECE_1_CHANCE = 0.02
PIECE_2 = 2, 2
PIECE_2_CHANCE = 0.18
PIECE_3 = 3, 0
PIECE_4 = 7, 1
PIECE_5 = 8, 1
PIECE_5_SIZE_MULT = 1

[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 5
SHAPE_TIDY = 0
SHAPE_WIDTH = 1.0
MASK_MAIN_THRESHOLD = 0.4
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
MAP=A

[RAIN_FX]
PUDDLES_MATERIALS = ROAD, ROAD LINES, ROAD SIDE, GRAVEL, GRASS EDGE, DRAINS, CURBS, DRAINS BRIDGE
SOAKING_MATERIALS = ROAD, ROAD LINES, ROAD SIDE, GRAVEL, GRASS EDGE, GRASS, SIGNS, TREES, DRAINS, CURBS, MIRROR POLES, OIL SPILLS
SMOOTH_MATERIALS = SIGNS, MIRROR POLES, REFLECTORS, MIRRORS, SIGNS
ROUGH_MATERIALS = GRASS, TREES, TREES PINES, TREES FLAT, BUSHES, MOUNTAINS


///LIGHTING///

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

[BOUNCED_LIGHT]
SUPPORTED = 1 
DEPTH_EXPANSION_STEPS=1  
SURFACE_MATERIALS =ROAD, ROAD LINES, ROAD MARKING, ROAD SIDE, DRAINS, WALLS, OIL SPILLS
OBJECT_MATERIALS =SIGNS, RAILS, CONES
SPOT_MATERIALS =GRASS


[SMOOTH_NORMALS_1]
MATERIALS = ROAD, ROAD EDGE, ROAD SIDE, GRASS, LIGHTS, LIGHTS BULBS, CARS, PARKING LOT, CONE, MOUNTAINS, MIRRORS
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
MATERIALS=SIGNS
KEY_0=extBounceBack
VALUE_0=0.1
CONDITION=ALWAYS_ON


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

[SHADER_REPLACEMENT_3]
MATERIALS = TREES, TREES PINES, TREES FLAT, BUSHES
SHADER = ksTree_ppshadows



///ARCADE STAGE GATE LIGHT SOURCE///

[MATERIAL_ADJUSTMENT_3]
DESCRIPTION=Gate Spotlights
ACTIVE=1
KEY_0 = ksEmissive
VALUE_0 = 253,245,230, 0.01
VALUE_0_OFF = 0,0,0
MATERIALS=INBOUND GATE LIGHTS FRONT, INBOUND GATE LIGHTS BACK, OUTBOUND GATE LIGHTS FRONT, OUTBOUND GATE LIGHTS BACK
CONDITION =NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_4]
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_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 INNER,CHECKPOINT 2 LIGHTS INNER,CHECKPOINT 1 LIGHTS OUTER
CONDITION = BLINKFAST

[MATERIAL_ADJUSTMENT_6]
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 = INBOUND GATE LIGHTS FRONT, INBOUND GATE LIGHTS BACK, OUTBOUND GATE LIGHTS FRONT, OUTBOUND GATE LIGHTS BACK
COLOR=253,245,230, 0.25
DIFFUSE_CONCENTRATION=1
DIRECTION = 0,1,0
OFFSET = 0,-0.05,0
RANGE =2.5
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



///STREET LIGHTS///

[LIGHT_SERIES_4]
DESCRIPTION = Street Lamps
ACTIVE = 1
MATERIALS= LIGHTS BULBS
DIRECTION = 0,-1,0
OFFSET = 0,0,0
RANGE = 20
SPOT = 170
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET = 0   
CLUSTER_THRESHOLD = 0
FADE_AT = 1000
COLOR = 255, 210, 87, 0.065
SINGLE_FREQUENCY = 0.7
SPECULAR_MULT=1.0
DIFFUSE_CONCENTRATION=1
CONDITION = NIGHT_SMOOTH


[MATERIAL_ADJUSTMENT_7]
DESCRIPTION = Street Lamps
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=255, 210, 87, 0.15
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MATERIALS= LIGHTS BULBS
CONDITION = NIGHT_SMOOTH


[LIGHT_SERIES_5]
DESCRIPTION = Tunnel Lights
ACTIVE = 1
MATERIALS= LIGHTS TUNNEL
DIRECTION = 0,-1,0
OFFSET = 0,0,0
RANGE = 20
SPOT = 180
SPOT_SHARPNESS = 0.0
RANGE_GRADIENT_OFFSET = 0   
CLUSTER_THRESHOLD = 0
FADE_AT = 1000
COLOR = 237, 146, 36, 0.09
SINGLE_FREQUENCY = 0.7
SPECULAR_MULT=1.0
DIFFUSE_CONCENTRATION=1
CONDITION = ALWAYS_ON

[MATERIAL_ADJUSTMENT_8]
DESCRIPTION = Tunnel Lightbulbs
ACTIVE = 1
KEY_0=ksEmissive
VALUE_0=237, 146, 36, 0.1
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MATERIALS= LIGHTS TUNNEL
CONDITION = ALWAYS_ON


