[SHADOWED_WHEELS]
ANGLE = 7
OPACITY = 0.5

[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 = 20  ; increase to make more lines
GLOW_OFFSET = 1      ; 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
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
ALPHA_MASK = 0.1, 0.2
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening
DISC_RADIUS = 0.165
DISC_INTERNAL_RADIUS = 0.113  ; radius of an inside part of a brake disc
RIM_RADIUS = 0.210  ; inside radius of a rim
RIM_HEIGHT = 0.07   ; distance between surface of brake disc and vertical surface of a wheel rim
AMBIENT_MULT=0.6
REFLECTION_MULT=5
SIMPLIFY_NORMALS_K=0.8
OVERRIDE_NORMAL_MAP = 1   ; set to 0 to use original normal map
OVERRIDE_DIFFUSE_MAP = 1  ; set to 0 to use original diffuse map
WEAR_MULT = 1.0           ; please do not change this one unless you want to set it to 0 or something; general multiplier might change in the future
GLOW_MULT = 1.0           ; adjust glowing intensity
ROUGHNESS = 0.2, 0.9      ; X and Y material roughness, giving that radial anisotropic specular
REFLECTION_F0 = 0.08, 0.44      ; base reflection intensity; ceramic: 0.16, 0.44
REFLECTION_SHARPNESS = 10, 200  ; aka ksSpecularEXP for reflection blurriness; ceramic: 10, 10
SPECULAR = 0.5, 1               ; specular intensity

[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 = 20  ; increase to make more lines
GLOW_OFFSET = 1      ; 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
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
ALPHA_MASK = 0.1, 0.2
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening
DISC_RADIUS = 0.150
DISC_INTERNAL_RADIUS = 0.113  ; radius of an inside part of a brake disc
RIM_RADIUS = 0.210  ; inside radius of a rim
RIM_HEIGHT = 0.07   ; distance between surface of brake disc and vertical surface of a wheel rim
AMBIENT_MULT=0.6
REFLECTION_MULT=5
SIMPLIFY_NORMALS_K=0.8
OVERRIDE_NORMAL_MAP = 1   ; set to 0 to use original normal map
OVERRIDE_DIFFUSE_MAP = 1  ; set to 0 to use original diffuse map
WEAR_MULT = 1.0           ; please do not change this one unless you want to set it to 0 or something; general multiplier might change in the future
GLOW_MULT = 1.0           ; adjust glowing intensity
ROUGHNESS = 0.2, 0.9      ; X and Y material roughness, giving that radial anisotropic specular
REFLECTION_F0 = 0.08, 0.44      ; base reflection intensity; ceramic: 0.16, 0.44
REFLECTION_SHARPNESS = 10, 200  ; aka ksSpecularEXP for reflection blurriness; ceramic: 10, 10
SPECULAR = 0.5, 1               ; specular intensity

[BASIC]
RACING_CAR = 1

 [KN5]
 FIX_WINDSCREENS = 1
 
 [PARTICLES_FX]
BODY_SPARKS_AS = CARBON 
COLLIDER_0_SPARKS_AS = IRON 

[WHEEL_LF, WHEEL_RF, WHEEL_LR, WHEEL_RR]  ; use whatever tyres you need to configure
IS_OPEN = 0

[PARTICLES_FX]
SMOKE_COLOR = 0.8, 0.9, 1.0, 1.0 ; Adjust smoke color (can be used for colored smoke), fourth value
                                  ; acts like opacity multiplier and has a range from 0 to 2
SMOKE_COLOR_CONSISTENCY = 0,5 ; Increase to make smoke keep its color for longer as it expands
SMOKE_FLYOFF_START = 0 ; Start of the area in which smoke can detach from the wheel
SMOKE_FLYOFF_END = 0,15  ; End of the detachable smoke area (in radians)
SMOKE_FLYOFF_DELAY = 2,0  ; Delay for smoke flying off a wheel
SMOKE_STUCK_OFFSET = 1,0  ; Initial offset for smoke stuck to a wheel (0 for the middle, 1 for
                                  ; inside direction)
SMOKE_STUCK_MAX_SPEED = 20; Maximum angular speed for stuck-to-wheel smoke
SMOKE_BLOCK_START = -1; If above zero, sets the start of a region where smoke can’t detach
                                  ; (for example, for overhanging wheel arch) 
SMOKE_BLOCK_END = -1 ; End of a region where smoke can’t detach (in radians)

[TYRES_FX]
ENABLED = 16
VISIBLE_IN_INTERIOR_CAM = 0 ; If effects are active with interior cameras (1 by default for open wheelers)

; Visual damage:
WEAR_MAX_VIRTUAL_VM = 25; Virtual kilometers for a tyre to show up as fully worn (defaults: 10 for
                             ; open wheelers, 15 for racing cars, 25 for regular cars)
DAMAGE_FLAT_SPOT_GAIN = 5 ; Intensity of flat spot damage
DAMAGE_FLAT_SPOT_FADE = 0,1 ; Fading speed for flat spot damage
DAMAGE_GRAIN_GAIN = 5; Intensity of grain damage
DAMAGE_GRAIN_MAX = 0.8 ; Maximum amount of grain damage
DAMAGE_WIDTH_K = 1.2 ; Width of visual damage area
DAMAGE_OFFSET_K = 0 ; Horizontal offset of visual damage area
DAMAGE_FLAT_SPOT_DEBUG = 0 ; If set, overrides flat spot damage around the entire wheel for debugging
DAMAGE_GRAIN_DEBUG= 0; If set, overrides grain damage around the entire wheel for debugging

; Material parameters for visual damage:
DAMAGE_SPEC_MULT = 0,6 ; Multiplier for ksSpecular of damaged areas
DAMAGE_SPEC_EXP_MULT = 0,2; Multiplier for ksSpecularEXP of damaged areas
DAMAGE_REFL_MULT = 0,8; Multiplier for fresnelMaxLevel of damaged areas
DAMAGE_OCCLUSION_MULT = 0,2; AO multiplier for damaged areas
DAMAGE_NORMALS_MULT = 2; Normal map boost value

; Visual dirt:
DIRT_ACCUMULATION = 600 ; How fast dirt or grass adds up to a wheel
DIRT_FADE = 20 ; How fast dirt fades (also, clamped from above by physics dirty level)
DIRT_OFFSET_K = 0.0; Offset for dirt map on a wheel along X axis relative to car
 = 1.0; Dirt width on a wheel (set it in a way that it barely touches sides)
DIRT_GRASS_DEBUG = 0; If set, override grass dirt for debugging
DIRT_DIRT_DEBUG = 0 ; If set, override non-grass dirt for debugging

; Shape deformation:
FLEX_MULT = 1.0 ; Multiplier for sideways flexing (based on physics, but sometimes tyres might
                             ; have a strange configuration: this parameter can help)
FLEX_PROFILE_MULT = 0,45; Bending part of a tyre profile, from 0.1 to 2
FLEX_SQUASH_SMOOTHING = 0,1 ; Temporal filtering for squashing, from 0 to 1 (decrease for smoother changes)
FLEX_SKEW_RANGE_MULT = 3 ; Skew range
FLEX_SKEW_SMOOTHING = 0.1 ; Temporal filtering for skewing (decrease for smoother changes)
FLEX_MAX_SKEW_MULT = 0,8; Multiplier for maximum skewing

; Positioning of custom normals (more on that a bit further down):
CUSTOM_NORMALS_POS = -0,15, 0,15; Align custom normals from side to side with this parameter
CUSTOM_NORMALS_SCALE= 12 ; How much custom normals repeat along the circumference

; Blown tyres:
BROKEN_TYRES_DYNAMIC = 1; Change to 0 to disable procedural look for blown tyres
BROKEN_TYRES_BASE_NUDGE = 0.0; Optional nugde in the middle for blown tyres (make sure it doesn’t intersect
                               ; with tyre geometry unless you want to use a custom shape for interior part
                               ; of a blown tyre)
BROKEN_TYRES_BASE_BRIGHTNESS = 1.0 ; Brightness of the interior part of blown tyre
BROKEN_TYRES_NORMAL_LF = ; If set, meshes in this query are shown when tyres are not broken (replace _LF
                               ; with _RF, _LR, _RR)
BROKEN_TYRES_BROKEN_LF = ; If set, meshes in this query are shown when tyres are broken

[INCLUDE: common/materials_glass.ini]
ExteriorGlassFilmedMaterials= 
ExteriorGlassTintedMaterials= 
ExteriorGlassHeadlightsMaterials = EXT_HEADGLASS
[Material_PhotoelasticGlass]
Meshes= glass_fl,Windows OUT