
[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_track.ini, common/custom_emissive.ini, common/materials_pbr.ini, common/materials_glass.ini, common/materials_interior.ini, common/materials_base.ini,

[EXTRA_FX]
FORCE_GRASSFX_GBUFFER_PASS = 1

[RAIN_FX]
PUDDLES_MATERIALS = ROAD_MAT,asph2,ROAD_LAYER,POREBRIKI


[GRASS_FX]
GRASS_MATERIALS=GRASS_LAYER,GRASS_MAT
OCCLUDING_MATERIALS = POREBRIKI,ROAD_LAYER,lines,ROAD_MAT,CONCERTE_MAT,fence,mmetal,tyre,DOT_LOGO,KRUZHOK_LOGO,TAMASHI_LOGO,MT_LOGO,NEW_CONFIG,concrete
MASK_BLUR=1
SHAPE_SIZE = 3
SHAPE_CUT = 0
SHAPE_TIDY = 1.0
SHAPE_WIDTH = 1.0
MASK_MAIN_THRESHOLD = 1  ; how saturated (with green) should the surface be (not real saturation, could be more than 1)
MASK_RED_THRESHOLD = 0.05  ; offsets target color from green to yellow and red, if set high enough
MASK_MIN_LUMINANCE = 0.01  ; minimum luminance to spawn grass on
MASK_MAX_LUMINANCE = 0.3  ; maximum luminance

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS =fence,chain-link,Setka_zabor
BLEND_MODE = ALPHA_TEST

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS =Setka_zabor,treee,TAMASHI_LOGO,MT_LOGO,fence
CULL_MODE = DOUBLESIDED

[SHADER_REPLACEMENT_...]
MATERIALS = ROAD_LAYER
PROP_1 = ksAmbient,  0.2
PROP_4 = magicMult, 3

[SHADER_REPLACEMENT_...]
MATERIALS = GRASS_LAYER
PROP_1 = ksAmbient,  0.1
PROP_4 = magicMult, 1

[SHADER_REPLACEMENT_...]
MATERIALS = POREBRIKI
PROP_1 = ksAmbient,  0.45

[SHADER_REPLACEMENT_...]
MATERIALS = ROAD_MAT
PROP_1 = ksAmbient,  0.3

[SHADER_REPLACEMENT_...]
MATERIALS = tyre
PROP_1 = ksAmbient,  0.2

[SHADER_REPLACEMENT_...]
MATERIALS = TRACK_LIGHT
PROP_1 = ksAmbient,  0.2

[SHADER_REPLACEMENT_...]
MATERIALS = NEW_CONFIG
PROP_1 = ksAmbient,  0.1

[SHADER_REPLACEMENT_...]
MATERIALS = GRASS_MAT
PROP_1 = ksAmbient,  0.1
PROP_4 = magicMult, 0.6









[MATERIAL_ADJUSTMENT_1]ACTIVE=1
ACTIVE=1
DESCRIPTION=Svet
MATERIALS=GlassLight
KEY_0=ksEmissive
VALUE_0=255, 255, 255, 0.05
VALUE_0_OFF=ORIGINAL
KEY_1=ksAlphaRef
VALUE_1=-193  ; secret parameter makes it more "glowy"
VALUE_1_OFF=ORIGINAL
CONDITION=NIGHT_SMOOTH

[LIGHT_SERIES_1]
ACTIVE=1
DESCRIPTION=Svet
MATERIALS=GlassLight
; - instead you could also use MATERIALS=lighting,
OFFSET=0,0,0
DIRECTION=0,-1,0  ; down
RANGE=350  ; play with this
RANGE_GRADIENT_OFFSET=0.1
SPOT=165
SPOT_SHARPNESS=0.5
FADE_SMOOTH=0.1
FADE_AT=10000
CLUSTER_THRESHOLD=2   ; play with this, its how many lights-sources are genereated
DIFFUSE_CONCENTRATION=0.15  ; play with this
COLOR=255, 255, 200, 0.02; r,g,b,brightness - play with it!
CONDITION=NIGHT_SMOOTH

[VAO]
OPACITY = 0.9     ; override opacity of VAO patch if set
MULTIPLIER = 55.0  ; override brightness multiplier of VAO patch if set


[WIND]
DYNAMIC_FLAGS = AUTO
IGNORE_OTHER_CONFIGS = 0
