[AUDIO_VOLUME]
ENGINE_EXT=1.0
ENGINE_INT=1.0
TURBO=0
TRANSMISSION=1.0

[DEFORMING_HOOD]
NAME=MOTORHOOD
OFFSET_Y_MIDDLE=0.02
OFFSET_Y_END=0.02
OFFSET_Z_END=0.03
BULGING_EXTRA=0.1
BULGING_EXPONENT=3.0
NOISE_Y_AMPLITUDE=0.4
NOISE_Z_AMPLITUDE=-0.4
NOISE_Y_FREQENCY=3.0
NOISE_Z_FREQENCY=3.0
Z_FACTOR=1.5
Z_BIAS=0.0


[DATA] 
DISABLE_ANALOGINSTRUMENTSINI=0

[EXTRA_FX]
; FORCE_OPAQUE = GEO_Chassis_SUB7
SKIP_GBUFFER = material:INT_Glass_dials
; MASK_GBUFFER = GEO_FrontBumper_SUB1

[INCLUDE: common/selflighting.ini]

[SelfLight_Headlights]
POSITION = 0, 0.66, 1.59
MIRROR = 0.677
DIRECTION = 0, 0, 1
AFFECTS_TRACK = 1
DIFFUSE_CONCENTRATION = 1
BOUND_TO = Light_Front
SPOT_SHARPNESS = 0.5
SPOT = 160
COLOR = 10
SPECULAR_MULT = 0
RANGE = 0.5


; Lights
[INCLUDE: common/custom_emissive.ini]

[MIXIN: LightMaterial]
PROP_... = extColoredReflection, 0.9
PROP_... = extColoredReflectionNorm, 0.8
PROP_... = extColoredBaseReflection, 0
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.5
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = isAdditive, 0
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 200
PROP_... = sunSpecular, 0
PROP_... = sunSpecularEXP, 20

[CustomEmissive]
Meshes = GEO_Extra_light_FRONT, Frontlights_1_SUB1
@ = CustomEmissive_CoverAll, Channel = 3, Mirror
@ = CustomEmissive_SkipDiffuseMap
@ = AlphaFromTxDiffuse
@ = TurningLightsFront, Channel = 3

[CustomEmissive]
Meshes = GEO_Extra_light_REAR
@ = CustomEmissive_CoverAll, Channel = 3, Mirror
@ = CustomEmissive_SkipDiffuseMap
@ = AlphaFromTxDiffuse
@ = TurningLightsRear, Channel = 3

[CustomEmissive]
Meshes = RearLight_0
@ = CustomEmissive_CoverAll
@ = CustomEmissive_UseDiffuseLuminocity, From = 0, To = 0.2, Exponent = 4
@ = LightMaterial

[CustomEmissive]
Meshes = RearLight_1
@ = CustomEmissive_CoverAll
@ = CustomEmissive_UseDiffuseLuminocity, From = 0, To = 0.3, Exponent = 6
@ = LightMaterial

[CustomEmissive]
Meshes = GEO_Cockpit_HR_SUB5
Resolution = 1024, 1024
@ = AlphaFromTxDiffuse
@ = CustomEmissive_Rect, Channel = 2, Start = "307.5, 728.1", Size = "134.9, 135.5", CornerRadius = 1
@ = DashIndicator, Input = HAZARD, Channel = 2, Color = "10, 4, 4"

[CustomEmissive]
Meshes = ARROW_SPEED_ObjOff, ARROW_RPM_ObjOff, ARROW_FUEL_ObjOff, ARROW_OIL_ObjOff
Resolution = 1024, 512
AreasSubtractNext = 1
@ = CustomEmissive_Rect, Start = "346, 451", Size = "406, 19", CornerRadius = "1, 0", Exponent = 0.5
@ = CustomEmissive_Rect, Channel = 1, Start = "539, 449", Size = "22, 23"

[CustomEmissive]
Meshes = INT_display_A
Resolution = 1024, 512
AreasSubtractive = 1
@ = CustomEmissive_AreaMask, Start = "28, 125", Size = "334, 334", CornerRadius = 1, Exponent = 0.3
@ = CustomEmissive_AreaMask, Start = "667, 114", Size = "330, 326", CornerRadius = 1, Exponent = 0.3
@ = CustomEmissive_AreaMask, Start = "331, 40", Size = "369, 369", CornerRadius = 1, Exponent = 0.3

[CustomEmissive]
Meshes = Frontlights_1_SUB0
Resolution = 512, 512
@ = CustomEmissive_AreaMask, Start = "134.9, 178.1", Size = "68.7, 69.9"
@ = CustomEmissive_AreaMask, Start = "2, 190", Size = "25, 66"
@ = CustomEmissive_AreaMask, Start = "330, 394", Size = "54, 64"
@ = FogLightsFront, Intensity = 10, Position = "0.72, 0.35, 1.75"

[CustomEmissive]
Meshes = Bumper_Rear_ObjOff_SUB2
Resolution = 512, 128
PolySubtractNext = 1
PolysMasksAsMultiplier = 1
@ = CustomEmissive_UseDiffuseLuminocity, From = 0.2, To = 0.6, Exponent = 4, Opacity = 0.8, SkipDiffuseMap = 0
@ = CustomEmissive_AreaMask, Start = "4, 4", Size = "505, 83", CornerRadius = "0, 1"
@ = CustomEmissive_Poly, Channel = 1, P1 = "0, 1", P2 = "1, 111", P3 = "509, 111", P4 = "511, 1"
@ = CustomEmissive_Poly, Channel = 2, P1 = "136, 3", P2 = "249, 92", P3 = "263, 91", P4 = "380, 2"
@ = ReverseLights, Channel = 1
@ = FogLightsRear, Channel = 2, Intensity = 2, Position = "0, 0.35, -2.1", Spot = 160
@ = LightMaterial

[EMISSIVE_REVERSE_0]
NAME=Object23444467
COLOR=60, 60, 60
LAG=0.3
SIMULATE_HEATING=1.0


; New materials
[SHADER_REPLACEMENT_...]
MATERIALS = Body_Decal, Chrome, Rim, Glass, Exhaust
PROP_... = extExtraSharpLocalReflections, -0.001

[SHADER_REPLACEMENT_...]
MATERIALS = Tail_Lights
PROP_... = extExtraSharpLocalReflections, -0.001
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = Int_Dark_Plastic, Int_Fabric, Int_Plastic2
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = Rim
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 1
PROP_... = fresnelC, 0.4

[SHADER_REPLACEMENT_...]
MATERIALS = Tyre
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = fresnelEXP, 5
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelC, 0
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 40
DOUBLE_FACE_SHADOW_BIASED = 1


; Interior materials
[INCLUDE: common/materials_interior.ini]

[Material_Leather_v2]
Materials = Int_Plastic2
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.08
DetailNormalBlend = -1.5
Brightness = 0.3
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials = Int_Dark_Plastic
Brightness = 0.3
DetailScale = 40

[Material_Leather_v2]
Materials = Int_Leather1
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.08
Brightness = 0.3
DetailScale = 40

[Material_Velvet_v2]
Materials = Int_Velvet
DetailScale = 60
Brightness = 0.4
DetailTextureBlur = 1

[Material_Carpet_v2]
Materials = Int_Carpet
Brightness = 0.3
DetailScale = 60
DiffuseTexture = 0.4
ApplyTilingFix = 1

[Material_Fabric_v2]
Materials = Int_Fabric
DetailScale = 60
Brightness = 0.6

[Material_Fabric_v2]
Materials = Int_Roof
DetailScale = 60
Brightness = 1.8
DetailTextureBlur = 1

[Material_Aluminium_v2]
Materials = Int_Aluminium
Brightness = 0.8
Metalness = 0.4
Reflectance = 0.2

[Material_Aluminium_v2]
Materials = Int_Black_Metal
Metalness = 0.0
Reflectance = 0.2
Brightness = 0.25

[Material_InteriorPBR]
Materials = Int_Leather3_dots
DiffuseTexture = 1, 1, 1, 0
NormalTexture = 0.5, 0.5, 1
DetailTexture = /mat_grey.dds
DetailNormalTexture = /dotted_nm.dds
Brightness = 1.2
Reflectance = 0.04
DetailNormalBlend = 2
DetailScale = 1250

[Material_InteriorPBR]
Materials = Int_Carbon
DetailScale = 1000
HasDetailNormals = 1
Smoothness = 0.8
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1
Brightness = 1

; navigators
[INCLUDE: common/navigators.ini]

[Navigator_StyleModernDark]
Meshes = GEO_Cockpit_HR_SUB8
@ = Navigator_Size, Resolution = "256, 128", Size = "256, 128", Offset = "0, 0", Scale = 3
Brightness = 1

[Material_DigitalScreen]
Materials = LCD
ScreenScale = 240

[ANALOG_INDICATOR_...]
BIND_TO=TURBO
NAME=needle004
USE_BAR=1
SPEED_LAG=0.5
LUT=(0.0=101|0.5=151||1.0=231|)


[ANALOG_INDICATOR_...]
BIND_TO=OIL
NAME=needle002
MIN_VALUE=2.5
MAX_VALUE=8.5
INPUT_LAG_UP=0.9
INPUT_LAG_DOWN=0.1
LUT=(0=0|2.5=90|8.5=250)
USE_BAR=1
;LUT=(0=0|2.5=90|5=155|8.5=250)

[ANALOG_INDICATOR_...]
BIND_TO=WATER_TEMP
NAME=needle003
ZERO=0
MIN_VALUE=0
MAX_VALUE=150
SPEED_LAG=0.4
LUT=(0=0|30=25|40=45|50=63|60=80|70=105|80=133|90=150|100=170|110=190)

[SHAKING_EXHAUST_...]
MESHES = GEO_chassis_SUB11
POINT_0 = 0.811, -0.426, 2.51
POINT_0_RADIUS = 1
POINT_0_EXP = .12
POINT_0_SCALE = .8

[SHAKING_EXHAUST_...]
MESHES = GEO_chassis_SUB12
POINT_0 = 0.811, -0.426, 2.51
POINT_0_RADIUS = 1
POINT_0_EXP = .12
POINT_0_SCALE = .8


[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around


[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