[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[BASIC]
IS_LOW_BEAM_AVAILABLE = 1

[ODOMETER_MAIN]
DIGITAL_ITEM=1
DIGITAL_ITEM_NUMBER_FORMAT=06.
UPPER_BOUND=999999

[REFLECTIONS_FX]
SKIP_GBUFFER = material:INT_Windows, Glass_Dials

[EMISSIVE_REVERSE_0]
NAME=reverse_light
COLOR=25, 25, 25
LAG=0.8
SIMULATE_HEATING=0.3

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=indicator_rear_l
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=indicator_front_l
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=indicator_fender_l
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=Dash_indicator_l
COLOR=9, 18, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=indicator_rear_r
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=indicator_front_r
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=indicator_fender_r
COLOR=127, 63, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=Dash_indicator_r
COLOR=9, 18, 0
LAG=0.5
SIMULATE_HEATING=0.0
LOCATION=NONE

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.5
CAR_BRIGHTNESS_MULT=0.6
CAR_RANGE_MULT=0.4
COLOR=-1, -1, -1, -1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=5
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.517
SPOT_SHARPNESS=0.8

[LIGHT_LICENSEPLATE]
BIND_TO_EXTRA_A=1
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=lcn_plate_back
OFFSET=0.0, 0.040, -0.20
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.25
SPOT=180
SPOT_SHARPNESS=0.8
COLOR=0.8,1.6,1.8
FALLBACK_EMISSIVE=1,1,1,0.9
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP
FADE_AT=10
FADE_SMOOTH=4
ACTIVE=1
AFFECTS_TRACK=1

[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMaterials = glass

[Material_PhotoelasticGlass]
Meshes = Headlights_Glass,   GEO_windows
PhotoelasticityBaseScale = 4      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02

[AUDIO_VOLUME]
BACKFIRE_EXT = 1.5
BACKFIRE_INT = 3.2
BODYWORK = 1
DIRT = 1
DOWN_SHIFT = 1.2
ENGINE_EXT = 0.5
ENGINE_INT = 1
GEAR_EXT = 1.2
GEAR_GRIND = 1
GEAR_INT = 1
HORN = 1
LIMITER = 0.8
TRACTION_CONTROL_EXT = 1
TRACTION_CONTROL_INT = 1
TRANSMISSION = 1.2
TURBO = 0.2
TURBO_BOW = 5.8
WIND = 1

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1    ; for turbo sound, “throttle” input, same as in engine event
ENGINE_EXT_BOOST = 1  ; for exterior engine sound, “boost” input, same as in turbo event
ENGINE_INT_BOOST = 1  ; for interior engine sound, “boost” input, same as in turbo event

; New interior materials
[INCLUDE: common/materials_interior.ini]
DisableDev = 1

[Material_Carbon]
Materials = carb_splitter, carb
BrightnessAdjustment = 0.2
DetailNormalBlend = 1
ClearCoatF0 = 0.1
DetailScale = 450

[Material_Carbon]
Materials = Uras_GTWing
BrightnessAdjustment = 0.3
DetailNormalBlend = 1
ClearCoatF0 = 0.1
DetailScale = 250

[Material_Carbon]
Materials = lip_plastic
BrightnessAdjustment = 0.15
DetailNormalBlend = 1
ClearCoatF0 = 0.1
DetailScale = 250

[Material_Carbon]
Materials = Plastico
BrightnessAdjustment = 0.04
DetailNormalBlend = 1
ClearCoatF0 = 0.1
DetailScale = 600

[Material_Leather_v2]
Materials = Leather
BrightnessAdjustment = 0.06
DetailTextureBlur = 1
DetailNormalBlend = 0.6
DetailScale = 80
ApplyTilingFix=1

[Material_Velvet_v2]
Materials = Fabric_P2
BrightnessAdjustment = 0.15
DetailScale = 80

[SHADER_REPLACEMENT_...]
MATERIALS = tyre_tread_l, tyre_tread
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.01
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelC, 5.5
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = Nismo_LM_GT4
PROP_0 = extExtraSharpLocalReflections, -0.01

[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMaterials = glass_d
[Material_Glass]
Materials = window
ThicknessMult = 3
EXTRA_MASK_PASS = 3
EXTRA_MASK_PASS_OPACITY = 0.4



[BRAKEDISC_FX_FRONT]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 0  ; increase to make more lines
GLOW_OFFSET = 0.7     ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.0, 0.0  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate dssaaaeepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.02, 0.2  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.0, 0.0        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.200         ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.132  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.2  ; inside radius of a rim
RIM_HEIGHT = 0.1   ; distance between surface of brake disc and vertical surface of a wheel rim

DEBUG = 0 ; set to 1 to highlight shape:
    ; • cyan is for the actual disc;
    ; • yellow is for the deepenings;
    ; • dark blue is for the inside part;
    ; • pink is for the outside part;
    ; • red is for the borders;
    ; • black is for holes.
WEAR_FORCE = 0.5  ; force certain wear level

[BRAKEDISC_FX_REAR]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 0  ; increase to make more lines
GLOW_OFFSET = 0.7     ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.0, 0.0  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimaste deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.015, 0.1  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.0, 0.0        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.205         ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.115  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.2  ; inside radius of a rim
RIM_HEIGHT = 0.1   ; distance between surface of brake disc and vertical surface of a wheel rim

DEBUG = 0 ; set to 1 to highlight shape:
    ; • cyan is for the actual disc;
    ; • yellow is for the deepenings;
    ; • dark blue is for the inside part;
    ; • pink is for the outside part;
    ; • red is for the borders;
    ; • black is for holes.
WEAR_FORCE = 0.5  ; force certain wear level

[MESH_ADJUSTMENT_...]
MESHES = GEO_windows_r
IS_TRANSPARENT = 1