[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: common/custom_rims.ini]
[INCLUDE: common/materials_carpaint.ini]

[Display_AndroidAuto]
Meshes = Object007; display mesh
Resolution =  1280,700  ; texture resolution
Size =     1280,670      ; size of the screen area
Offset = 0, 0         ; left top corner of screen area
Scale = 0.85               ; might need adjusting to get the scale right
RearCameraPosition = 0.0131, 0.696, -1.86 ; position of rear view camera
aftermarketComponent = 1

[INSTRUMENTS]
RPM_VINTAGE =1 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.051 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.81 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 10200 ; set to some

[LIGHTING]
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=1

[PARTICLES_FX]
BODYSPARKS_AMOUNT=0.25
BODYSPARKS_INTENSITY=0.2
BODYSPARKS_LIFETIME=0.4
BODY_SPARKS_COLOR=1, 0.5, 0, 10
COLLIDER_0SPARKS_AMOUNT=0.25
COLLIDER_0SPARKS_INTENSITY=0.2
COLLIDER_0SPARKS_LIFETIME=0.4
COLLIDER_0_SPARKS_COLOR=1, 0.5, 0, 10
DRAG_MULT=2
INTERIOR_BOUNDS_CHECK=1
INTERIOR_BOUNDS_HEIGHT=0.644874
LIFT_MULT=0.1
SPARKS_AMOUNT_MULT=2
SPARKS_COOLDOWN_LAG=0.96
SPARKS_DEPTH_EXP=4
SPARKS_MAX_DEPTH=0.0025
SPARKS_OVERLOAD_LAG=0.7
TRACES_LIGHTS_POS=0.655593, 0.825127, -2.15187

[TYRES_FX]
BROKEN_TYRES_DYNAMIC=1

[SHADOWED_WHEELS_FRONT]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[SHADOWED_WHEELS_REAR]
AFFECT_SUSP_NODES=1
ANGLE_X=0
BOUND_TO_SUSPENSION=1
DISTANCE=3
EXTRA_AMBIENT_BRIGHTNESS=0.12
OFFSET=0.04
WIDTH=0.1

[REFLECTIONS_FX]
ALLOW_INTERIOR_SSAO=0
ALLOW_INTERIOR_SSGI=0
AUTOFIX=1
MASK_CUBEMAP_ENABLED=1
MASK_CUBEMAP_OFFSET=0, -0.1, 0.2
MASK_CUBEMAP_TWEAK=0.5

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=1

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=50 ; flame size
ANTILAG_INTERVAL_MAX=2000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0 ; delay after throttle lift
DISCHARGE_DURATION=5 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=100; flame size
DISCHARGE_RPM_THRESHOLD_MAX=1000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=1000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=0
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=1 ; after upshift
FLAT_SHIFT_DURATION=5 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=1 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=1000 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=3000
DOWN_SHIFT=1 ; on downshift
DOWN_SHIFT_COOLDOWN=1 ; after downshift
DOWN_SHIFT_DURATION=5 ; length of flame shooting, in seconds
DOWN_SHIFT_GAS_THRESHOLD=90 ; how much gas needs to be pressed on downshift for flame, 100 is wide open
DOWN_SHIFT_INTENSITY=5 ; flame size
DOWN_SHIFT_PROBABILITY=1 ; chance of flame shoot on downshift
DOWN_SHIFT_RPM_THRESHOLD=3500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=3 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm

[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
RGB=25,20,215,0.1
DEBUG=0
DIRECTION_MULT=1, 1, 1
FADE_AT=150
FADE_SMOOTH=30
OFFSET=0.2
RANGE=7
RANGE_GRADIENT_OFFSET=0.2
SPOT=238.322
SPOT_SHARPNESS=0.0

[LIGHT_LICENSEPLATE] ; License Plate 
; no need to specify meshes names if material is using Plate_D.dds and Plate_NM.dds textures
MESHES= Object006
OFFSET=-0.20, 0.2, -0.1
RANGE=0.5
RANGE_GRADIENT_OFFSET=0.4
SPOT=80
SPOT_SHARPNESS=0.2
COLOR=1,1,3,20
LAYOUT=TWO_ON_TOP ; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

[INSTRUMENTS]
FUEL_SPLASH_MULT=-0
HAZARDS_G_THRESHOLD=-1
SPEED_FIX=1
SPEED_LAG=0.85
SPEED_LIMIT=0

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=indicator_lf,Object009,brakelight_l_SUB0
TOGGLE_VISIBILITY = 0
COLOR=20,10,0, 23
LAG=0.5
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=indicator_rf,Object010,brakelight_r_SUB0
TOGGLE_VISIBILITY = 0
COLOR=20,10,0, 23
LAG=0.5
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[INSTRUMENTS]
SPEED_LAG = 0.7
SPEED_LIMIT = 270

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,0.3

[EXTRA_FX]
SKIP_GBUFFER =headlight_l_SUB1,headlight_r_SUB1

[Material_Glass]
Materials=glass_map
FilmIOR=2.2
ThicknessMult=2

[Material_InteriorPBRDetail]
Materials=plastic_detail.003
UseClearCoat=1
ClearCoatF0=0.55
DetailNormalBlend=5
BrightnessAdjustment=1.5
OcclusionMult=5

[Material_Metal_v2]
Materials=enkei_paint
BrightnessAdjustment=0.5
OcclusionMult=1.5
ColorSource=DIFFUSE

[LIGHT_LICENSEPLATE]
MESHES = Object006
OFFSET = 0.0, 0.03, -0.01
COLOR = 1, 1, 1, 50
RANGE = 0.5

[EMISSIVE_HAZARD_...]
NAME=Object005
TOGGLE_VISIBILITY = 0
COLOR=20,10,0, 0.5
LAG=0.5
SIMULATE_HEATING=1
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0

[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

[SHADOWED_DRIVER]
OPACITY = 1     ; shadow opacity
OFFSET = 1          ; how high is the sphere above driver head
RADIUS_INNER = 1    ; inner fully shadowed radius 
RADIUS_OUTER = 1.6  ; outer not-at-all shadowed radius

[LIGHT_TURNSIGNAL_RIGHT_...]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 0.69
EXTERIOR_ONLY=
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
POSITION=-1.0, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_...]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.6, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=1.3, 0.89, -2.3
POSITION=1.3, 0.89, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[EMISSIVE_REVERSE_0]
NAME =misc_g_SUB1; name (one or more) of a mesh to glow
COLOR = 255,250,250, 0.2         ; glowing color if condition is met
LAG = 0.73                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 1      ; 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 = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights

[LIGHT_HEADLIGHT_...] ; Headlights Both Low/Highbeam are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=900
BOUND_EXP=5
COLOR=0,90,90, 1
LAG=1
DIFFUSE_CONCENTRATION=0.5
DIRECTION=0, -0.3, 2
EXTERIOR_ONLY=0
FADE_AT=950
FADE_SMOOTH=950
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=50
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.3
MIRROR=0.724
MIRROR_DIRECTION=0
POPUP_ENABLED=1
POSITION=0.0, 0.547, 1.89
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=90
SECOND_SPOT_INTENSITY=2.0
SECOND_SPOT_RANGE=50
SECOND_SPOT_SHARPNESS=0.20
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=70
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=0.4
SPOT_SHARPNESS=0
SPOT_UP=0.050, 0.99, 0

[LIGHT_BRAKE_0] ; Brakelights Both DRL/Brakelights are located inside this
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.181034, 0, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -.5, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.644
MIRROR_DIRECTION=0
POSITION=0.0, 0.703, -2.04
RANGE=7
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=100
SPOT_EDGE=0.135, 0.135, 0.135
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_REVERSE_0] ; Reverse Lights
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.384
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0.0, 0.647, -2.16
RANGE=4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4

[SHAKING_EXHAUST_0]
MESHES=tsgr20_exh3.001_SUB2,tsgr20_exh3.001_SUB1,tsgr20_exh3.001_SUB0
POINT_0 = 0.5342468 0.293629 0.24354
POINT_0_RADIUS = 20
POINT_0_EXP = 0.5
POINT_0_SCALE = 0, 0.2, 0

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES =tsgr20_exh3.001_SUB2,tsgr20_exh3.001_SUB1,tsgr20_exh3.001_SUB0
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 75
INPUT_MAX = 100
INPUT_LUT = (| 78.5 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[EMISSIVE_LIGHT_0]
NAME=headlight_r_SUB0,headlight_l_SUB0
COLOR=255,255,255 , 1
LAG=0.5
SIMULATE_HEATING=0.9
LOCATION=FRONT

[EMISSIVE_LIGHT_1]
NAME=chassis_SUB4,steeringwheel_SUB1,Speedometr,Speed_Glass,Ponteiro,Object007
COLOR=160,252,200, 0.1
LAG=0.5
SIMULATE_HEATING=0.9
LOCATION=FRONT

[EMISSIVE_BRAKE_...]
NAME=taillight_l_SUB0,taillight_r_SUB0,misc_g_SUB1
COLOR=255,250,250 , 5
OFF_COLOR=0,0,0
LOCATION=REAR
FALLBACK_HEADLIGHTS_COLOR = 10, 10, 10, 5
LAG=0.5
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[EMISSIVE_BRAKE_...]
NAME=brakelight_m
COLOR=255,250,250 , 5
OFF_COLOR=0,0,0
LOCATION=REAR
LAG=0.5
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=1

[Material_Aluminium_v2]
Materials=black.005
DetailScale=200
CubemapReflectionBlur=0.8

[Material_Metal_v2]
Materials=black.006
CubemapReflectionBlur=9.95
OcclusionMult=1.45
ApplyShadowBiasFix=1
ColorSource=DIFFUSE
Brightness=90

[WINDSCREEN_FX_REFLECTION]
REFLECTING=windscreen_SUB0

[Material_Velvet_v2]
Materials = black.004

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial=mk5_body
[Material_CarPaint_Metallic]

[Material_CarPaint_Chameleon]
ChameleonColorA = #006e78, 0.4  ; first alternative color and opacity
ChameleonColorB = #00215d, 0.8    ; second alternative color and opacity
ChameleonExponent = 2        ; how colors are scaling; increase to see more of second color
ChameleonCenter = 1.5          ; how colors are scaling; increase to see more of first color
UseDiffuseAlphaAsMask = 0       ; set to 1 to use diffuse alpha as mask (so chameleon will act same as txDetail)
SpecularBase = 1, 50
FlakesK=0.5
ClearCoatThickness=0.2
UseDiffuseAlphaAsChameleonMask = 1  ; for chameleon color

[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT=255,255,5, 0.004
INTENSITY_MULT=65
SIZE_MULT=65
TEMPERATURE_MULT=1.0
(edit the color of flames)

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1            ; 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 = 0.8      ; 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

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.25           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.15  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.35  ; inside radius of a rim
RIM_HEIGHT = 0.2   ; distance between surface of brake disc and vertical surface of a wheel rim

;config by saryx