[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]

[SHADOWED_WHEELS]
ANGLE=12
OFFSET=0
OPACITY=0.8
WIDTH=0.15

[SHADOWED_TYRES]
ANGLE=6
OFFSET=0
OPACITY=0.3
WIDTH=0.05
EXTRA_AMBIENT_BRIGHTNESS=0.0

[BASIC]
IS_LOW_BEAM_AVAILABLE=1

[DATA]
DISABLE_DIGITALPANELSINI = 1

[SHADER_REPLACEMENT_...]
MATERIALS = WorldGridMaterial
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
PROP_... = emSkipDiffuseMap, 1
PROP_... = ksEmissive, 200, 200, 200

[LED_PANEL_...]
MESHES = lumirank_3      ; target mesh
TEXTURE_SLOT = txEmissive       ; target texture slot
RESOLUTION = 1024, 512          ; resolution of newly generated texture
MASKS_PACK = lumirank_font.zip  ; name of a pack with LED masks
DIGIT_0 = 13, 5, 310, 256      ; X, Y, width and height of a first digit
DIGIT_1 = 358, 5, 310, 256     ; X, Y, width and height of a second digit
DIGIT_2 = 707, 5, 310, 256     ; X, Y, width and height of a third digit
                                ; you can set as many digits as you need
BASE_COLOR = '#ffffff', 0.5    ; base color (when it’s not flashing)
FLASHING_COLOR = '#ffffff', 1  ; color for flashing
FLASHING_APPLY_MASK = 1        ; should mask be applied to flashing

N24_FLASHING_PERIOD = 3.5        ; N24 flashing: period in seconds
N24_FLASHING_TIME = 1.2          ; for how long it would flash in seconds
N24_FLASHING_FREQUENCY = 6       ; flashing frequency in Hz
N24_FLASHING_ACTIVE_SHARE = 0.7  ; how much time during flashing it spends in active stage
BLANCPAIN_FLASHING_RACE_CLASS = PRO  ; race class (it would flash only for a leader in class)

ROLE_0 = TEXT  ; first role
ROLE_0_TEXT = MEN     ; first role text
ROLE_1 = POSITION     ; second role
                      ; you can set as many roles as you need
ROLE_DURATION = 3     ; how much time in seconds each role lasts

[SHADER_REPLACEMENT_...]
MATERIALS = ?
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Emissive_Light_Rear
PROP_...= emSkipDiffuseMap, 1

[REFLECTIONS_FX]
SKIP_GBUFFER = material:EXT_Headlightglass, material:EXT_Headlightglass2, material:EXT_Windows, material:EXT_Frontgrille, material:EXT_Glass_Emissive_Rear, material:EXT_Glassnm

[SCRIPTABLE_DISPLAY_1]
MESHES = INT_Display
KEEP_BACKGROUND = 0
INTERACTIVE = 0
SCRIPT = Display/Display.sq.lua
;SCRIPT = Display/Display.lua

[DI_EXPECTED_LAP_TIME]
DIGITAL_ITEM=12

[DI_BRAKEBIAS_...]
DIGITAL_ITEM = 13
INPUT = BRAKEBIAS
DIGITAL_ITEM_NUMBER_FORMAT = .1

[DI_FUEL_BURNT]
DIGITAL_ITEM=5
DIGITAL_ITEM_NUMBER_FORMAT=0.1

;[DI_FUEL_ESTIMATE_LAPS]
[DI_FUEL_CONSUMPTION_LPL]
DIGITAL_ITEM=4
DIGITAL_ITEM_NUMBER_FORMAT=0.1
INPUT_MAX = 15

[BRAKEDISC_FX]
ACTIVE=1
CERAMIC=0
OVERRIDE_NORMAL_MAP=0
OVERRIDE_DIFFUSE_MAP=0
CARVED=0
CUTS=0
REFLECTION_F0=0.12, 0.34
REFLECTION_SHARPNESS=10, 200
SPECULAR=0.5, 0.78
DISC_INTERNAL_RADIUS=0.13
DISC_RADIUS=0.195744
RIM_REFLECTION_OFFSET=0

[EMISSIVE_...]
NAME=INT_LED_Headlight
COLOR=2,2,53
OFF_COLOR=0,0,0
INPUT=LIGHT

[EMISSIVE_...]
NAME=INT_LED_Fuel
COLOR=30,0,0
OFF_COLOR=0,0,0
INPUT=FUEL
INPUT_THRESHOLD_INVERSE=10

[EMISSIVE_HIGHBEAM_...]
NAME=EXT_Highbeam_Bulbs_L, EXT_Highbeam_Bulbs_R
COLOR=70
OFF_COLOR=0,0,0

[EMISSIVE_LIGHT_...]
NAME=EXT_Lowbeam_Reflector_L
COLOR=70,70,70

[EMISSIVE_...]
NAME=EXT_Daylight_L, EXT_Daylight_R
COLOR=30
OFF_COLOR=30
INPUT=LIGHT

[EMISSIVE_200]
NAME=RPM_LED_LIMITER_BLANK001
INPUT=RPM
INPUT_THRESHOLD=9000
TOGGLE_VISIBILITY = 1
COLOR=5,15,60,1
BLINKING_PATTERN= (|0=0|0.5=0|1=0|1.5=0.5|2=1|2.5=1|3=0.5|3.5=0|4=0)
BLINKING_DURATION=0.3

[EMISSIVE_201]
NAME=RPM_LED_LIMITER_BLANK
INPUT=RPM
INPUT_THRESHOLD=9000
TOGGLE_VISIBILITY = 1
TOGGLE_VISIBILITY_INVERSE = 0
COLOR=1,1,1

[EMISSIVE_...]
NAME=INT_Display
COLOR=4,4,4
OFF_COLOR=1,1,1
INPUT=LIGHT

[EMISSIVE_EXTRA_B_1]
NAME=EXT_Rainlight
BLINKING_PATTERN= (|0=0|0.5=0|1=0|1.5=0.5|2=1|2.5=1|3=0.5|3.5=0|4=0)
BLINKING_DURATION=1
COLOR=45,0,0,3
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0
AFFECTS_TRACK=0
CAST_LIGHT=0

[EMISSIVE_REVERSE_...]
NAME=EXT_Reverselight
COLOR=20,20,20
OFF_COLOR=0,0,0

[EXTRA_FX_EMISSIVE_...]
MESHES = led_grille
COLOR=3
RANGE=0.03
SPLIT_ELEMENTS=1
COVERAGE=1
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = led_window_r
COLOR=1
RANGE=0.012
SPLIT_ELEMENTS=1
COVERAGE=1
DIRECTED=0

[EXTRA_FX_EMISSIVE_...]
MESHES = led_window_long_r
COLOR=1
RANGE=0.015
SPLIT_ELEMENTS=1
COVERAGE=1
DIRECTED=0

[EXTRA_FX_EMISSIVE_...]
MESHES = led_double_long
COLOR=1
RANGE=0.019
SPLIT_ELEMENTS=1
COVERAGE=1
DIRECTED=0

[EXTRA_FX_EMISSIVE_...]
MESHES = led_sidewindow
COLOR=2
RANGE=0.01
SPLIT_ELEMENTS=1
COVERAGE=2
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = EXT_Lowbeam_Bulbs_L, EXT_Lowbeam_Bulbs_R, EXT_Lowbeam_Bulbs_Main_L, EXT_Lowbeam_Bulbs_Main_R
COLOR=3
RANGE=0.03
SPLIT_ELEMENTS=1
COVERAGE=1
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = EXT_Highbeam_Bulbs_L, EXT_Highbeam_Bulbs_R
COLOR=3
RANGE=0.045
SPLIT_ELEMENTS=1
COVERAGE=3
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = EXT_Daylight_L, EXT_Daylight_R
COLOR=3
RANGE=0.02
SPLIT_ELEMENTS=1
COVERAGE=1
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = LED_RPM_0, LED_RPM_1, LED_RPM_2, LED_RPM_3, LED_RPM_4, LED_RPM_5, LED_RPM_6, LED_RPM_7, RPM_LED_LIMITER_BLANK001
COLOR=5
RANGE=0.06
SPLIT_ELEMENTS=1
COVERAGE=2.5
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = INT_Display
COLOR=2.5
RANGE=0.05
SPLIT_ELEMENTS=1
COVERAGE=2.5
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = INT_Decals_Emissive
COLOR=1.5
RANGE=0.008
SPLIT_ELEMENTS=1
COVERAGE=4
DIRECTED=1

[EXTRA_FX_EMISSIVE_...]
MESHES = EXT_Taillight
COLOR=1.5,0,0
RANGE=0.05
SPLIT_ELEMENTS=0
COVERAGE=3
DIRECTED=0

[LIGHT_LED_PANEL_...]
COLOR=0

[INCLUDE: refraction.ini]
[REFRACTING_HEADLIGHT_0]
SURFACE = EXT_Lowbeam_Emissive_L, EXT_Lowbeam_Emissive_R
INSIDE = EXT_Glass_NM_L, EXT_Glass_NM_R
INSIDE_BULBS = EXT_Lowbeam_Bulbs_L, EXT_Lowbeam_Bulbs_R
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.010000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.500000
BOUNCED_BACK_MULT = 0.300000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.010000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = -0.495867,0.185608,-0.848331
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 10.580000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 1.000000,0.999900,0.999900
GLASS_EMISSIVE_MULT = 0.400000
GLASS_EXTRA_THICKNESS = 0.001000
INNER_SPECULAR = 9.500000
INNER_SPECULAR_EXP = 690.000000
IOR = 1.490000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = 0.000000,0.659380,1.682185
NM_SHARE_EXT = 1.000000
NM_SHARE_INT = 0.000000
ORIGIN = 0.861078,0.659789,1.768918
RADIUS = 0.059935
REFLECTIVENESS_DIFFUSE_MULT = 100.000000
REFLECTIVENESS_MULT = 4.000000
REFLECTIVE_GAMMA = 0.200000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0



[REFRACTING_HEADLIGHT_1]
SURFACE = EXT_Lowbeam_Emissive_Main_L, EXT_Lowbeam_Emissive_Main_R
INSIDE = EXT_Glass_NM_Main_L, EXT_Glass_NM_Main_R
INSIDE_BULBS = EXT_Lowbeam_Bulbs_Main_L, EXT_Lowbeam_Bulbs_Main_R
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.009000
AMBIENT_MULT = 0.600000
BASE_EMISSIVE_K = 0.200000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.400000
BULB_REFLECTION_K = 0.320000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 0.990000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000019,0.000000,-1.000000
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 9.950000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 1.000000,0.999900,0.999900
GLASS_EMISSIVE_MULT = 0.330000
GLASS_EXTRA_THICKNESS = 0.000200
INNER_SPECULAR = 9.900000
INNER_SPECULAR_EXP = 10.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = 0.000000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = 0.000000,0.649387,1.700327
NM_SHARE_EXT = 1.000000
NM_SHARE_INT = 0.000000
ORIGIN = 0.733416,0.649563,1.760775
RADIUS = 0.067300
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 0.600000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_2]
SURFACE = EXT_Lowbeam_Reflector_L, EXT_Lowbeam_Reflector_R
INSIDE = EXT_Headlightglass2
INSIDE_BULBS = EXT_Lowbeam_Bulbs_Main_L, EXT_Lowbeam_Bulbs_Main_R
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.000000
AMBIENT_MULT = 0.300000
BASE_EMISSIVE_K = 0.300000
BOUNCED_BACK_MULT = 0.450000
BULB_BLUR_K = 1.800000
BULB_REFLECTION_K = 0.010000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = -0.000003,0.052339,-0.998681
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 20.450001
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.700000
GLASS_COLOR = 1.000000,0.999900,0.999900
GLASS_EMISSIVE_MULT = 0.000000
GLASS_EXTRA_THICKNESS = 0.004000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 41.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = 0.000000,0.679770,1.687352
NM_SHARE_EXT = 1.000000
NM_SHARE_INT = 0.000000
ORIGIN = 0.732976,0.672383,1.832491
RADIUS = 0.074728
REFLECTIVENESS_DIFFUSE_MULT = 3.000000
REFLECTIVENESS_MULT = 0.600000
REFLECTIVE_GAMMA = 0.200000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_3]
SURFACE = EXT_Highbeam_Emissive_L, EXT_Highbeam_Emissive_R
INSIDE = EXT_Glass_NM_L, EXT_Glass_NM_R
INSIDE_BULBS = EXT_Highbeam_Bulbs_L, EXT_Highbeam_Bulbs_R
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.001000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.700000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.000000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = -0.390625,-0.036504,-0.920112
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 13.350000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 1.000000,0.999900,0.999900
GLASS_EMISSIVE_MULT = 0.250000
GLASS_EXTRA_THICKNESS = 0.000500
INNER_SPECULAR = 9.500000
INNER_SPECULAR_EXP = 690.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = 0.000000,0.654409,1.706037
NM_SHARE_EXT = 1.000000
NM_SHARE_INT = 0.000000
ORIGIN = 0.789266,0.659825,1.832004
RADIUS = 0.115300
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_4]
SURFACE = EXT_Emissive_Light_Front001_SUB0
INSIDE = EXT_Headlightglass2
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.009000
AMBIENT_MULT = 0.600000
BASE_EMISSIVE_K = 0.200000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.400000
BULB_REFLECTION_K = 0.320000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 0.990000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.000037,0.000036,-1.000009
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 9.950000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 1.000000,0.999900,0.999900
GLASS_EMISSIVE_MULT = 0.330000
GLASS_EXTRA_THICKNESS = 0.000200
INNER_SPECULAR = 9.900000
INNER_SPECULAR_EXP = 10.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = 0.000000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,-0.000000,0.000000
MIRROR_POS = 0.000000,0.649373,1.700349
NM_SHARE_EXT = 1.000000
NM_SHARE_INT = 0.000000
ORIGIN = 0.735000,0.649518,1.760820
RADIUS = 0.134100
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 0.600000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0

[REFRACTING_HEADLIGHT_5]
SURFACE = EXT_Emissive_Light_Front001_SUB0
INSIDE = EXT_Glass_NM_L, EXT_Glass_NM_R
INSIDE_BULBS = EXT_Daylight_L, EXT_Daylight_R
SYNC_EMISSIVE_AUTO=1
ABSORPTION = 0.001000
AMBIENT_MULT = 0.200000
BASE_EMISSIVE_K = 0.200000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = -0.469487,-0.005083,-0.883110
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 7.260000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 1.000000,0.999900,0.999900
GLASS_EMISSIVE_MULT = 0.000000
GLASS_EXTRA_THICKNESS = 0.001000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 463.000000
IOR = 1.500000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,0.000000,0.000000
MIRROR_POS = 0.000000,0.656705,1.678505
NM_SHARE_EXT = 1.000000
NM_SHARE_INT = 0.000000
ORIGIN = 0.780459,0.652052,1.786075
RADIUS = 0.129400
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 0.800000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.000000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1

[INCLUDE_...]
INCLUDE=common/gt3_exhaust_glow.ini
VAR_0=ExhaustPoint, 0.030,2.22,0.28
VAR_1=ExhaustLightPoint, 0,-2,0.4
VAR_3=ExhaustMeshes_MultiMap, EXT_Exhaust_SUB0
VAR_7=ExhaustRadiusThicknessInv,0.01
VAR_6=ExhaustRadiusInner, 3
VAR_8=ExhaustAreaScale,80, 85, 80
VAR_9=ExhaustNormalsK, 0.9
VAR_10=ExhaustLightRange,0.2
VAR_2=ExhaustGlowTint, 0.75
VAR_11=ExhaustTemperatureMin, 75
VAR_12=ExhaustTemperatureMax, 88

;PBR EXT

;EXT WHEELNUT
[Material_Aluminium_v2]
Meshes = EXT_Wheelnut_LF, EXT_Wheelnut_LR, EXT_Wheelnut_RF, EXT_Wheelnut_RR
Metalness = 0.12
Reflectance = 0.02
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = 
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 0.2
RESOURCE_0=txDetail
RESOURCE_0_TEXTURE=EXT_Disc_Colour.dds

;EXT CALIPER
[Material_Aluminium_v2]
Meshes = EXT_Caliper_LF, EXT_Caliper_RF, EXT_Caliper_RR, EXT_Caliper_LR
Metalness = 0.02
Reflectance = 0.15
BrightnessAdjustment = 0.35
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1,1,1,0.01
DetailScale = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2
OcclusionMult = 0.8
Smoothness = 0.9

;EXT RIM
[Material_Aluminium_v2]
Materials = EXT_RIM
Metalness = 0.1
Reflectance = 0.2
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0,0,0,0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 1
CubemapReflectionBlur = 0.1
Smoothness = 0.25
OcclusionMult = 0.6
RESOURCE_0=txDetail
RESOURCE_0_TEXTURE=metal_detail_rim

[SHADER_REPLACEMENT_...]
MATERIALS = MI_Tyre_Flex_Dry_L, MI_Tyre_Flex_Dry_R
PROP_...= ksDiffuse,0.45
PROP_...= fresnelC, 0.2
PROP_...= fresnelMaxLevel, 0.05
PROP_...= ksSpecularEXP, 100
PROP_...= ksSpecular, 0.5

;EXT HEADLIGHT CARBONO
[Material_Carbon]
Materials = EXT_Headlightschamber
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 350
BrightnessAdjustment = 0.35

;EXT WINGMETAL
[Material_Aluminium_v2]
Materials = EXT_Wingmetal
Metalness = 0.8
Reflectance = 1
BrightnessAdjustment = 0.0
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

;EXT Plastic
[Material_Plastic_v2]
Materials = EXT_Carpaint_Plastic
BrightnessAdjustment = -0.2
Reflectance = 0.17
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.75
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 2
DetailTextureBlur = 1

;CARPAINT PLASTIC
[Material_Plastic_v2]
Meshes = EXT_Headlight_Plastic_Outer
BrightnessAdjustment = 1
Reflectance = 0.17
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.75
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 2
DetailTextureBlur = 1
DetailScale = 80
RESOURCE_0=txDiffuse
RESOURCE_0_FILE=EXT_Plastic.dds

;EXT TAILGLASS
[Material_Glass]
Meshes = EXT_Taillightglass_Clear, EXT_rainlightglass
IOR = 2.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = 2       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.8  ; thicker glass passes less light through
ProfileFix = 0.01    ; adds thickness to glass for glazing angles
FresnelC = 0.01
FresnelMaxLevel = 0.01

;EXT TAILGLASS RED
[Material_Glass]
Meshes = EXT_Taillightglass_Red
IOR = 1.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = 2       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.2  ; thicker glass passes less light through
ProfileFix = 0.08    ; adds thickness to glass for glazing angles
RESOURCE_0=txDiffuse
RESOURCE_0_FILE=redglass.dds
BrightnessAdjustment = 1
PROP_...= extColoredReflection, 0.8

;EXT GLASS
[Material_Glass]
Materials = EXT_Windows
IOR = 2 
FilmIOR = 2.5
ThicknessMult = 1.5  ; thicker glass passes less light through
ProfileFix = 0.02    ; adds thickness to glass for glazing angles
BrightnessAdjustment = 1
FresnelC = 0.15

;EXT HEADLIGHT GLASS
[Material_Glass]
Materials = EXT_Headlightglass
IOR = 1.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = 2.5       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 2.0  ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angle
ExtraLightsAdjustment = 2.5

;EXT TAIL PLASTIC
[Material_Plastic_v2]
Meshes = EXT_Taillight_Plastic
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[SHADER_REPLACEMENT_...]
MESHES=EXT_Exhaust_SUB0
PROP_...= extColoredBaseReflection, 1
PROP_...= ksAmbient, 0.1
PROP_...= ksDiffuse, 0.2
PROP_...= ksSpecular, 0.3
PROP_...= ksSpecularEXP, 100
PROP_...= fresnelMaxLevel, 0.2

[Material_Metal_v2]
Meshes = EXT_Reverselight, EXT_Brakelight, EXT_Emissive_Light_Rear001
Metalness = 0.2
BrightnessAdjustment = 0.2
LocalReflectionsSharpness = 1
Reflectance = 0.1

;INT PBR
;INT SHINY PLASTIC
[Material_Plastic_v2]
Meshes = INT_Electronics_Plastic_Shiny
Reflectance = 0.15
Smoothness = .9
DetailNormalPBRSecondaryColor = 0, 0, 0, 1
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[SHADER_REPLACEMENT_...]
MESHES = INT_Display
PROP_...= fresnelC, 0.9
PROP_...= fresnelMaxLevel, 1.5

[Material_Plastic_v2]
Meshes = INT_Electronics_Plastic
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.2
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
BrightnessAdjustment = 0.1

[SHADER_REPLACEMENT_...]
MATERIALS = INT_Cage, INT_WELDING
PROP_...=ksSpecularEXP, 100
PROP_...=ksDiffuse, 0.2
PROP_...=ksAmbient, 0.18
PROP_...=fresnelC, 0.15
PROP_...=fresnelMaxLevel, 0.25
PROP_...=ksSpecular, 0.5

[Material_Plastic_v2]
Materials = INT_ELECTRONICS_2
Reflectance = 0.09
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
DetailScale = 100

[Material_Plastic_v2]
Meshes = INT_OCC_PLASTIC_BOX, INT_Electronics_Plastic2
Reflectance = 0.12
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
DetailScale = 100

[Material_Chrome]
Meshes = INT_Electronics_darkchrome
Smoothness = 1
Metalness = 0
Reflectance = 0.5
BrightnessAdjustment = 0
CubemapReflectionBlur = 0.12

[SHADER_REPLACEMENT_...]
MESHES=INT_ELECTRONICS001
PROP_...= ksAmbient, 0.5

[Material_Carbon]
Materials = INT_Carbon
HasDetailNormals = 1
Smoothness = 0.99
Reflectance = 0.3
CubemapReflectionBlur = 0.15
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 0.5
DetailTexture = Carbono.dds
DetailNormalTexture = CarbonoNM.dds
DetailNormalBlend = 1
DetailScale = 850

[Material_Velvet_v2]
Meshes = INT_OCC_SEAT, INT_OCC_FUR
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.5
DetailScale = 65
ClothSheenColor = 1, 1, 1
DetailTexture = alcnt.dds
Smoothness = 0.15
BrightnessAdjustment = 0.4

[Material_Velvet_v2]
Meshes = INT_OCC_Dash
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 2
UseClothShading = 1
Reflectance = 0.65
DetailScale = 40
ClothSheenColor = 1, 1, 1
DetailTexture = alcnt.dds
DetailScale = 120
DetailNormalPBRSmoothnessGamma = 2

[SHADER_REPLACEMENT_...]
MATERIALS = INT_Occlusion_Inst
PROP_...= extColoredReflection, 1
PROP_...= fresnelC, 0.2
PROP_...= fresnelEXP, 4
PROP_...= ksSpecularEXP, 130
PROP_...= extBounceBack, 1

[Material_Carbon]
Materials = INT_Steer_Carbon
HasDetailNormals = 1
Smoothness = 0.99
Reflectance = 0.3
CubemapReflectionBlur = 0.15
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 0.5
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 0.5
DetailScale = 100
BrightnessAdjustment = 0.5

[Material_Metal_v2]
Materials = INT_Electronics_Metal
Metalness = 0.4
BrightnessAdjustment = 0.9
LocalReflectionsSharpness = 1

[Material_Plastic_v2]
Meshes = INT_SWW_Plastic
BrightnessAdjustment = 0.3
Smoothness = 0.99
Reflectance = 0.15
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Aluminium_v2]
Meshes = INT_SWW_Yellow
Metalness = 0.0
Reflectance = 0.4
BrightnessAdjustment = 0.6
DetailTexture = 15
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 10, 0.8, 0, 1
DetailScale = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2
PROP_...= extColoredReflection, 1
PROP_...= extColoredBaseReflection, 1

[Material_Aluminium_v2]
Meshes = INT_Steer001
Metalness = 0.0
Reflectance = 0.4
BrightnessAdjustment = 0.6
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0,0,0,1
DetailScale = 15
DetailNormalBlend = 0.1
DetailNormalPBRSmoothnessGamma = 2
PROP_...= extColoredReflection, 1
PROP_...= extColoredBaseReflection, 1

[Material_Plastic_v2]
Meshes = porsche_992_gt3_r_plastic
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 1
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 2
DetailTextureBlur = 1

[Material_Metal_v2]
Meshes = porsche_992_gt3_r_net_metal
Metalness = 0.4
BrightnessAdjustment = 0.8
LocalReflectionsSharpness = 1

[Material_Aluminium_v2]
Meshes = porsche_992_gt3_r_metal_red
Metalness = 0.2
Reflectance = 0.3
BrightnessAdjustment = 1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1, 0, 0, 0
DetailScale = 15
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2

[WOBBLY_BIT_...]
NAME = NET  ; name of the node to move
CONNECTED_TO = 0, 0.830, -0.13   ; point to which node is attached to, and around which it will rotate
MAX_RANGE = 0.01                ; max range node can move from its original position
DAMPENING_LAG = 0.90            ; think of it as usual AC lag value, trying to zero node’s speed
G_GAIN = 2                     ; how much G-forces affect node’s speed
GRAVITY_GAIN = 3                ; how much gravity affects node’s speed
OFFSET_GAIN = 2000              ; how strong is returning force
STIFF_AXIS = 0, 1, 1            ; optional higher stiffness axis to reduce movement along it
STIFF_AXIS_STIFFNESS = 0.9      ; now stiff is optional stiffness axis
G_FILTER = 0                    ; temporal filter for G-forces
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1 ; either `0` or `1`; set it to `1` if you don’t want gravity to skew your stuff when car is in neutral position
FORCE_OFFSET=0, 0, 0