
[INCLUDE]
INCLUDE=common/materials_carpaint.ini

[SHADER_REPLACEMENT_0]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = ext_chrome,rim_base
PROP_0 = extExtraSharpLocalReflections,1
PROP_1 = ksSpecularEXP,350

[SHADER_REPLACEMENT_1]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = gls_window
PROP_0 = extExtraSharpLocalReflections,1
PROP_1 = ksSpecularEXP,250

[SHADER_REPLACEMENT_2]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = ridges_gray
PROP_0 = fresnelC,0.5
PROP_1 = ksSpecularEXP,250

[SHADER_REPLACEMENT_3]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = ridges_red,ridges_orange
PROP_0 = fresnelC,0.5
PROP_1 = ksSpecularEXP,250
PROP_2 =extColoredReflection,0.95
PROP_3 =ksAmbient,0.1
PROP_4 =ksDiffuse,0.1
PROP_5 =fresnelEXP,1

[SHADER_REPLACEMENT_4]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = ridges_orange
PROP_0 = fresnelC,0.5
PROP_1 = ksSpecularEXP,250
PROP_2 =extColoredReflection,1

[Material_CarPaint_Metallic]
MATERIALS = Carpaint
BrightnessAdjustment = 0.45
ColoredSpecular = 0.95




[EMISSIVE_HIGHBEAM_0]
NAME = HBEAM_L,HBEAM_R  ; name (one or more) of a mesh to glow
COLOR = 350, 350, 350         ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.5                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.5      ; adds heating effect, going through orange tint while turning on and off
LOCATION = FRONT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1    




[EMISSIVE_REVERSE_0]
NAME = REVERSE  ; name (one or more) of a mesh to glow
COLOR = 125, 125, 125          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME = TURN_LF,TURN_LR  ; name (one or more) of a mesh to glow
COLOR = 155, 75, 45          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = LEFT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME = TURN_RF,TURN_RR  ; name (one or more) of a mesh to glow
COLOR = 155, 75, 45          ; glowing color if condition is met
OFF_COLOR = 0, 0, 0         ; glowing color otherwise, default value is 0
LAG = 0.8                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.3      ; adds heating effect, going through orange tint while turning on and off
LOCATION = RIGHT             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 0       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights


[ANIMATION_0]
INPUT = RPM            ; bind to reverse gear
FILE = rpm.ksanim     ; file name of new animation in “animations” folder
TIME = 1.25                  ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
INPUT_MAX = 7500
INPUT_LUT = (| 800=0.2 | 7500=1 |)