;---------------------///INCLUDE///---------------------

[INCLUDE]
[INCLUDE: common/materials_carpaint.ini]
CarPaintVersionAware = 2
[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/materials_glass.ini]
[INCLUDE:pbr_ext.ini]
[INCLUDE:futeki.ini]
[INCLUDE:equip.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/materials_glass.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: refraction.ini]
[INCLUDE: lights.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: paint.ini]
[INCLUDE: audio.ini]
[INCLUDE]
INCLUDE=common

[INCLUDE: common/fake_shadows_fx.ini]

[BASIC]
BOUNDING_SPHERE_RADIUS=3
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
EXTERIOR_RANGE_FROM=1
EXTERIOR_RANGE_TO=1.1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
TURNING_LIGHTS_REPEAT=1
HEADLIGHTS_ARE_HEADLIGHTS=1
IS_LOW_BEAM_AVAILABLE=1

[DATA] 
DISABLE_LIGHTSINI=1

[SMART_MIRROR]
VISIBLE_FIRSTPERSON=RIGHT

[INSTRUMENTS]
SPEED_LIMIT=180

[BOUNCED_INTERIOR_LIGHT]
MULT=1,1,1,2

LAYOUT=ONE_ON_TOP

; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=ONE_ON_TOP


[LIGHTING] ; Standard Config - Do Not Change
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

[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 = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.80 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

[LIGHT_BRAKES]
COLOR=2, 0, 0, 2
POSITION=0, 0.4, -1.89 
DIRECTION=0, -0.5, -1
MIRROR=0.5
RANGE_FIRSTPERSON=3.0
RANGE_CARS_NEARBY=2.0
RANGE_CARS_DISTANT=7.0
RANGE_GRADIENT_OFFSET=0.5
FADE_FROM=150.0
FADE_TO=180.0
SPOT=150
SPOT_SHARPNESS=0.2
SPOT_EDGE=0.0, 1.0, 1.0
SPOT_EDGE_SHARPNESS=10.0
BRAKELIGHT_LIGHT_MULT=0.2         ; how bright should be brakelight in headlights role
BRAKELIGHT_LIGHT_RANGE_MULT=0.5   ; distance multiplier
BRAKELIGHT_LIGHT_FADE_MULT=0.7    ; how faster it should fade with distance in headlighs role

[LIGHT_HEADLIGHTS]
COLOR=0.8,0.8,0.45,4
POPUP_ENABLED=0
POSITION=-0.0, 0.52, 2.25        ; position, relative to car, without X component
MIRROR=0.54                  ; and here is X: if non-zero, lights merge with distance
DIRECTION=0,-0.25, 1          ; direction for spotlight
RANGE_FIRSTPERSON=490.0       ; range when car is close to camera
RANGE_CARS_NEARBY=130.0        ; range when car is nearby, to avoid blinding
RANGE_CARS_DISTANT=190.0      ; range when car is far away
RANGE_GRADIENT_OFFSET=0.0     ; increase to move gradient further from the camera
FADE_FROM=7ll40.0               ; when to fade until full deactivation, from
FADE_TO=990.0                 ; when to fade, to
SPOT=99.0                     ; angle of spotlight, in degress
SPOT_SHARPNESS=0.7           ; how sharp should be spotlight
SPOT_EDGE=0.14, 0.14, 0.14    ; at what point of vertical axis (0–1, where 1 is fully vertical), light should stop
                              ; three numbers are for three color channels, for cheap chromatic abberations effectlll
SPOT_EDGE_SHARPNESS=5.0      ; how sharp should be this limitation
SECOND_SPOT=189.0             ; second spotlight, to lit up areas nearby
SECOND_SPOT_SHARPNESS=0.1     ; how sharp second spotlight should be
SECOND_SPOT_SKIP=0.2         ; that’s the cheapest move, but you can make it ignore areas nearby to kind of imitate shadows
SECOND_SPOT_RANGE=25.0        ; range of second spotlight
SECOND_SPOT_INTENSITY=2    ; intensity of second spotlight
RELATIVE_TO=HEADLIGHT_L,HEADLIGHT_R

;---------------------///REAL MIRRORS///---------------------

[REAL_MIRROR_0]
ASPECT_MULT=0.500000
FLIP=0
FOV=10.400000
IS_MONITOR=0
MONITOR_SHADER_TYPE=0.000000
ROTATION=0.030000,0.000000

[REAL_MIRROR_1]
ASPECT_MULT=0.500000
FLIP=0
FOV=10.400000
IS_MONITOR=0
MONITOR_SHADER_TYPE=0.000000
ROTATION=-0.030000,0.000000

[REAL_MIRROR_2]
FOV=10
ROTATION=0.15, 0.02

[REAL_MIRROR_3]
FOV=8
IS_MONITOR=0
ROTATION=0.05, 0.02

[REAL_MIRROR_4]
FOV=10
ROTATION=-0.09, 0.02


;---------------------///EXHAUST - FLAMES///---------------------

[AUDIO_VOLUME]
ENGINE_EXT = 3.0
ENGINE_INT = 2.5
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 3.0
UP_SHIFT = 3.0
HORN = 1.0
GEAR_GRIND = 3.0
BACKFIRE_EXT = 3.0
BACKFIRE_INT = 3.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 2.0
TURBO = 12.0
RAIN_EXT=2.0
RAIN_INT=2.0
WIPER_EXT=2.0
WIPER_INT=2.0

[AUDIO_PITCH]
BACKFIRE_EXT=1
BACKFIRE_INT=1
BODYWORK=1
DIRT=1
DOWN_SHIFT=1
ENGINE_EXT=0.95
ENGINE_INT=0.95
GEAR_EXT=1
GEAR_GRIND=1
GEAR_INT=1
HIT=1
HORN=1
LIMITER=1
SCRAPE=1
SKID_EXT=1
SKID_INT=0.8
TRACTION_CONTROL_EXT=1
TRACTION_CONTROL_INT=1
TRANSMISSION=1
TURBO=1.2
WHEEL=1
WIND=1

[EXHAUST_FLAMES]
EMISSIVE_MULT=3
AFFECTS_TRACK=1
ANTILAG=1
ANTILAG_DELAY=0.2
ANTILAG_INTENSITY=100
ANTILAG_INTERVAL_MAX=0.1
ANTILAG_INTERVAL_MIN=0.05
ANTILAG_TURBO_THRESHOLD=0.001
DAMAGE=0
DAMAGE_DURATION=0
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1
DISCHARGE_CHARGE_TIME=2
DISCHARGE_DELAY=1
DISCHARGE_DURATION=1
DISCHARGE_INTENSITY=0.01
DISCHARGE_PROBABILITY=0.1
DISCHARGE_RPM_THRESHOLD_MAX=7000
DISCHARGE_RPM_THRESHOLD_MIN=1000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=80
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0
FLAT_SHIFT_DURATION=0.1
FLAT_SHIFT_GAS_THRESHOLD=0.3
FLAT_SHIFT_INTENSITY=100
FLAT_SHIFT_PROBABILITY=1
FLAT_SHIFT_RPM_THRESHOLD=6200
LIMITER=1
LIMITER_DELAY=0
LIMITER_INTENSITY=1
LIMITER_RPM_THRESHOLD=7000

[LIGHT_FLAME_0]
BRIGHTNESS_MULT=0.2
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=0.2
COLOR=-1, -1, -1, -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=239.129
SPOT_SHARPNESS=0.8

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 1   ; for turbo sound, “throttle” input, same as in engine event
ENGINE_EXT_BOOST = 1  ; for exterior engine sound, “boost” input, same as in turbo event
ENGINE_INT_BOOST = 1  ; for interior engine sound, “boost” input, same as in turbo event

[STATUS_BATTERY]
BASE_VOLTAGE=12.4
MAX_VOLTAGE=13.6
RPM_LAG=0.98

[STATUS_EXHAUST]
TEMPERATURE_BOOST=400
TEMPERATURE_IDLE=400
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_RPM=100

[STATUS_OIL]
PRESSURE_BASE=1
PRESSURE_LAG_DOWN=0.9985
PRESSURE_LAG_UP=0.998
PRESSURE_STEP=0.7
TEMPERATURE_LAG_DOWN=0.995
TEMPERATURE_LAG_UP=0.995
TEMPERATURE_MULT=1
TEMPERATURE_OFFSET=0
TEMPERATURE_RPM_FACTOR=0.03

[LIGHT_FLAME_0] ; Flame Brightness
BRIGHTNESS_MULT=1
CAR_BRIGHTNESS_MULT=1
CAR_RANGE_MULT=1
COLOR=5,1,1,1
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

[SHAKING_EXHAUST_...]
MESHES = ESCAPE
POINT_0 = 1, 2, 3
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.6, 0.5, 0.7

[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = ESCAPE
COLOR = 25, 3, 0, 5
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 82
INPUT_MAX = 100
INPUT_LUT = (| 82 = 0 | 90 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 5

[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] ; Exhaust Glow
MESHES = ESCAPE 
COLOR = 25, 3, 0, 3
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 50
INPUT_MAX = 60
INPUT_LUT = (| 84 = 0 | 95 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3

[AUDIO_VOLUME]
TURBO = 5.0

;---------------------///BRAKE - TYRES FX///---------------------

[LIGHT_BRAKEDISCS_FRONT]
NAME=brakedisc_003, brakedisc_000
ACTIVE=1
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 0.5, 0, 1.2
DEBUG=0
DIFFUSE_CONCENTRATION=0.88
DIRECTION=1, 0, 0
EXTERIOR_ONLY=1
FADE_AT=30
FADE_SMOOTH=5
GLOW_BOUNDARY_FROM=1
GLOW_BOUNDARY_TO=10
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_RANGE_MULT=0.5
POSITION=0, 0, 0
RANGE=0.65
RANGE_GRADIENT_OFFSET=0.35
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=130
SPOT_SHARPNESS=0.8

[LIGHT_BRAKEDISCS_REAR]
NAME=brakedisc_001, brakedisc_002
ACTIVE=1

[LIGHT_BRAKES]
COLOR=1, 0, 0, 3
POSITION=0, 0.66, -2.06 
DIRECTION=0, -0.5, -1
MIRROR=0.58
RANGE_FIRSTPERSON=3.0
RANGE_CARS_NEARBY=2.0
RANGE_CARS_DISTANT=7.0
RANGE_GRADIENT_OFFSET=0.5
FADE_FROM=150.0
FADE_TO=180.0
SPOT=160.0
SPOT_SHARPNESS=0.3
SPOT_EDGE=0.0, 1.0, 1.0
SPOT_EDGE_SHARPNESS=10.0
BRAKELIGHT_LIGHT_MULT=0.5         ; how bright should be brakelight in headlights role
BRAKELIGHT_LIGHT_RANGE_MULT=0.5   ; distance multiplier
BRAKELIGHT_LIGHT_FADE_MULT=0.7    ; how faster it should fade with distance in headlighs role

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

[BRAKEDISC_FX_FRONT]
DISC_INTERNAL_RADIUS=0.094

[BRAKEDISC_FX_REAR]
DISC_INTERNAL_RADIUS=0.09[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 0             ; 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

[BRAKEDISC_FX_FRONT]
DISC_INTERNAL_RADIUS=0.094

[BRAKEDISC_FX_REAR]
DISC_INTERNAL_RADIUS=0.09

[TYRES_FX]

FLEX_MULT	=	2
DAMAGE_FLAT_SPOT_DEBUG	=	0
DAMAGE_FLAT_SPOT_FADE	=	0
DAMAGE_FLAT_SPOT_GAIN	=	15
DAMAGE_GRAIN_DEBUG	=	0
DAMAGE_GRAIN_GAIN	=	16
DAMAGE_NORMALS_MULT	=	3
DAMAGE_OCCLUSION_MULT	=	0.4
DAMAGE_OFFSET_K	=	-0.1
DAMAGE_REFL_MULT	=	0.8
DAMAGE_SPEC_EXP_MULT	=	0.2
DAMAGE_SPEC_MULT	=	0.8
DAMAGE_WIDTH_K	=	1.2

[TYRES_FX_FRONT]
ENABLED	=	1
DIRT_GRASS_DEBUG	=	0
DIRT_DIRT_DEBUG	=	0
DIRT_WIDTH_K	=	1.2

[TYRES_FX_REAR]
ENABLED	=	1
DIRT_GRASS_DEBUG	=	0
DIRT_WIDTH_K	=	1.2

[SHADOWED_WHEELS]
BOUND_TO_SUSPENSION	=	1

AFFECT_SUSP_NODES	=	1
ANGLE	=	12
ANGLE_X	=	0

DISTANCE	=	2
EXTRA_AMBIENT_BRIGHTNESS	=	0.04
OFFSET	=	0.08
OPACITY	=	0.8
OPACITY_TYRES	=	0.1
WIDTH	=	0.1

[SHADOWED_WHEELS]
BOUND_TO_SUSPENSION	=	1

AFFECT_SUSP_NODES	=	1
ANGLE	=	15
ANGLE_X	=	0

DISTANCE	=	5
EXTRA_AMBIENT_BRIGHTNESS	=	0.04
OFFSET	=	0.02
OPACITY	=	2
OPACITY_TYRES	=	0.5
WIDTH	=	0.1

[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

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_Tyre
PROP_...=ksAmbient,0.8
PROP_...=ksDiffuse,0.8
PROP_...=ksSpecular,0.08
PROP_...=ksSpecularEXP,10

; rainFX tires

[PARTICLES_FX]
SMOKE_BLOCK_START = 0.8
SMOKE_BLOCK_END = 1.2
;SMOKE_BLOCK_START = 0.4
;SMOKE_BLOCK_END = 0.6
;SMOKE_COLOR = 0, 0.5, 1
SMOKE_FORCE_THICKNESS  =  1

