[ABOUT]
AUTHOR = lemax
VERSION = 0.8
DATE_RELEASE = 2022
NOTES = 

[BASIC]
SUPPORTS_WIND = 1

[LIGHTING] 
CAR_LIGHTS_LIT_MULT = 1.0
SPECULAR_MULT =1.0
LIT_MULT = 1.0

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

[Material_Water]
Materials = more
Type = SEA
UseRecommendedTextures = 1
UnevenWaterFix = 0

[GRASS_FX]
GRASS_MATERIALS = GRASS, grass_pebb
SHAPE_SIZE = 5, 1
SHAPE_CUT = 0, 0.5
SHAPE_TIDY = 0.0, 1.0
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0.3
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
OCCLUDING_MATERIALS = ROADA_PUT,RMBL19,betonivicnjak,asfalt_AO,CEMSTENAA,detalji ; list of occluding materials: for example, road mesh covering grass mesh, adding road material here would stop grass from showing through the road
OCCLUDING_MESHES = 1WALL_betonDirt          ; same for meshes
OCCLUDING_MATERIALS_ALPHA =; list of smoothly occluding materials: imagine a piece of grass and a piece of sand on top, smoothly blending out showing grass, add sand material here for transition to work nicely
OCCLUDING_MESHES_ALPHA =     ; same for meshes
ORIGINAL_GRASS_MATERIALS = ; list original grass materials to hide them if Grass FX is active
FORCE_GRASSFX_GBUFFER_PASS = 1

[GRASS_FX_ADJUSTMENT_...]
MATERIALS = GRASS,grass_pebb
USE_MULTILAYER_MASK = 1 ; use multilayer mask for adjustment
MASK_R = A, 1  ; red channel for wilder grass
MASK_G = G, 0  ; forcing base configuration for green channel
MASK_B = B, -5  ; blue channel for wildest grass
MASK_A = C , 0   ; alpha channel for rare grass

[WIND]
DYNAMIC_FLAGS = AUTO
DYNAMIC_FLAGS_TESSELLATION = 1

[PARTICLES_FX]
FIREWORKS_POS_... = 496.955, -10, -967.9335
FIREWORKS_POS_... = 518.8331, -10, -990.9335
FIREWORKS_POS_... = 528.8331, 00, -990.9335
FIREWORKS_POS_... = 558.8331, -10, -990.9335

[LIGHT_POLLUTION]
RELATIVE_POSITION = 6.000, 0.600, -18.2   ; km
DENSITY = 0.4
RADIUS_KM =25
COLOR = 255,183,76, 0.1
COLOR_OFF = 0

[LIGHT_SERIES_0]
ACTIVE = 1
DESCRIPTION = street lights
MATERIALS = GLOW
OFFSET = 0,0.0,0
DIRECTION = NORMAL
CLUSTER_THRESHOLD = 1
SPOT = 250
SPOT_SHARPNESS = 0.1
RANGE_GRADIENT_OFFSET = 0.15
RANGE = 30
FADE_AT = 300
FADE_SMOOTH = 150
COLOR = 205,147,81,0.03     ; Candle 1900K - orange
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 0.95
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_0]
ACTIVE = 1
DESCRIPTION = street bulb
MATERIALS = GLOW
KEY_0 = ksEmissive
VALUE_0 = 205,147,81, 0.7
VALUE_0_OFF = 0
KEY_1 = 
VALUE_1 = 205,147,81, 0.75
VALUE_1_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_1]
ACTIVE = 1
DESCRIPTION = neonka
MATERIALS = GLOWneonka
OFFSET = 0,0.30,0
DIRECTION = NORMAL
CLUSTER_THRESHOLD = 1
SPOT = 130
SPOT_SHARPNESS = 0.05
RANGE_GRADIENT_OFFSET = 0.1
RANGE = 50
FADE_AT = 400
FADE_SMOOTH = 250
COLOR = 235,238,255,0.02    ; Candle 1900K - orange
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 0.15
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_1]
ACTIVE = 1
DESCRIPTION = neonka
MATERIALS = GLOWneonka
KEY_0 = ksEmissive
VALUE_0 = 131,238,255, 3.5
VALUE_0_OFF = 0
KEY_1 = 0
VALUE_1 = 131,238,255, 0.75
VALUE_1_OFF = 0
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_2]
ACTIVE = 1
DESCRIPTION = street lights
MATERIALS = glowCity
OFFSET = 0,0.0,0
DIRECTION = NORMAL
CLUSTER_THRESHOLD = 1
SPOT = 250
SPOT_SHARPNESS = 0.1
RANGE_GRADIENT_OFFSET =0.05
RANGE = 50
FADE_AT = 9100
FADE_SMOOTH = 50
COLOR = 205,147,81,0.02    ; Candle 1900K - orange
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 0.05
CONDITION = NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_2]
MATERIALS = stakla
CONDITION = NIGHT_SMOOTH
KEY_0 = ksEmissive
VALUE_0 = 131,238,255, 0.002
VALUE_0_OFF = 0, 0, 0
DESCRIPTION = windows glow
ACTIVE = 1
