############################# EXTERIOR SHADERS #############################

[INCLUDE: common/materials_carpaint.ini]

[Material_CarPaint_Metallic]
Materials = Plastic_EXT
FresnelMax = 1
FresnelC = 0.09
BrightnessAdjustment = 0.5 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.4
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.1

[Material_CarPaint_Metallic]
Materials = rims
FresnelMax = 3
FresnelC = 0.18
BrightnessAdjustment = 0.7 ; compensates for ambient specular
ColoredSpecular = 1.5
AmbientSpecular = 1.3
AmbientSpecularEXP = 2.4
ClearCoatThickness = 0.18



[Material_CarPaint_Solid]
Skins = 

[Material_CarPaint_Metallic]
Materials = 

[Material_CarPaint_Pearl]
Skins = 



############################# GLASS #############################

[INCLUDE: common/materials_glass.ini]

[Material_PhotoelasticGlass]
Meshes=Object028
FilmIOR=2.8
ThicknessMult = 2
ProfileFix = 0.05


Meshes = LCD_ref


[Material_Glass]
Meshes = 66_0
FilmIOR = 2.6
ThicknessMult = 2
ProfileFix = 0.05
MaskPass = 1500           ; mask pass opacity
MaskPassColor = 255, 0, 0  ; mask pass color adjustment


[Material_Glass]
Meshes = GEO_GLASS_CLUSTER
ThicknessMult = 1
EXTRA_MASK_PASS = 0
EXTRA_MASK_PASS_OPACITY = 0
FilmIOR=1.4
ProfileFix = 0.05

[Material_Glass]
Meshes = Glass_EXT
Materials=Material #100
FilmIOR = 2.6
ThicknessMult = 1.5
ProfileFix = 0.05
MaskPass = 1           ; mask pass opacity
MaskPassColor = 0, 1, 0  ; mask pass color adjustment


[Material_Glass]
Materials = ORANGE TEMP
Meshes = 64_0
FilmIOR = 2.6
ThicknessMult = 1
ProfileFix = 0.05
MaskPass = 0500           ; mask pass opacity
MaskPassColor = 255, 80, 0  ; mask pass color adjustment


############################# INTERIOR SHADERS #############################

[INCLUDE: common/materials_interior.ini]
DisableDev = 1

[LOCAL_CUBEMAP_...]
MESHES =      ; list of meshes to change material and add local cubemaps for
POSITION = 0, 0, 0          ; optional, set position manually (otherwise center of meshes will be used)
OFFSET = 0.08, 0, 0.13      ; offset for cubemap pivot in meters
HIGH_RESOLUTION = 1         ; set to 1 in rare cases you would want to use higher resolution
IS_DYNAMIC = 1              ; set to 1 to enable dynamic update
DEBUG = 0                   ; set to 1 to enable debug mode to check updating areas
STATIC_FACES = TOP, BOTTOM, FRONT, LEFT  ; list of faces to stop from being updated dynamically (helps 
                            ; a lot with performance, so enable debug mode and add as many faces as possible)
EXCLUDE_NODES = COCKPIT_HR  ; list of nodes to exclude from reflections to speed things up


>>>>>> METAL <<<<<<<<

[Material_Chrome_v2]
Materials = Trim_INT
DetailScale = 2
DetailTexture = 1
Reflectance = .25
LocalReflectionsSharpness = 0.05
Smoothness = 0.7


[Material_Metal_v2]
Materials = Chrome, Headlight_Reflector_07, Rev_Light_Reflector, Headlight_Reflector_02, Headlight_Reflector_03, Headlight_Reflector_01, Headlight_Reflector_05, Headlight_Reflector_06, Pedals, Taillights_Inner_Red
BrightnessAdjustment = 1
Smoothness = 0.75
Reflectance = .8
LocalReflectionsSharpness = 0.75
Metalness = 0.45
DetailScale = 25
DetailNormalBlend = 0


[Material_Plastic]
Materials = INT_PianoB
BrightnessAdjustment = 0.15
Smoothness = 1
Reflectance = .2
LocalReflectionsSharpness = 1
Metalness = 0.0


[Material_Plastic]
Meshes = nav
Materials = Cluster
BrightnessAdjustment = 0.22
Smoothness = 0.65
Reflectance = .01
LocalReflectionsSharpness = 0.65
Metalness = 0.0

[Material_Plastic]
Materials = Int_Lights
BrightnessAdjustment = 0.1
Smoothness = 0.85
Reflectance = .02



>>>>>> PLASTIC <<<<<<<<

[Material_Plastic] 
Materials = Speakers
BrightnessAdjustment = 0.85
Smoothness = 0.55
Reflectance = .2
LocalReflectionsSharpness = 0.5

[Material_Plastic] 
Materials = Speaker_Int
BrightnessAdjustment = 0.25
Smoothness = 0.35
Reflectance = .05
LocalReflectionsSharpness = 0.5


[Material_Plastic] 
Materials = Infotainment, Arrows
BrightnessAdjustment = 0.17
Smoothness = 0.55
Reflectance = .05
LocalReflectionsSharpness = 0.5
Metalness = 0.0


[Material_Plastic_v2]
Materials = Calipers
BrightnessAdjustment = 0.35
DetailScale = 1.2
Reflectance = 0.27
Smoothness = 0.90
LocalReflectionsSharpness = 0.5
DetailNormalBlend = 0.2

[Material_Plastic]
Materials = licplate_f
BrightnessAdjustment = 0.5
Smoothness = 0.65
Reflectance = 0.05

[Material_Plastic]
Materials=EXT_tyre
BrightnessAdjustment = 1
Smoothness = 0.5
Reflectance = 0.3
DetailTexture = 0
LocalReflectionsSharpness = 0.25


[Material_Plastic_v2]
Materials=Plastic_INT, Plastic_Red, Plastic_INT_Dark
BrightnessAdjustment = 1
DetailScale = 85
DetailTexture = 0.08
Reflectance = 0.25
Smoothness = 0.45

[Material_Plastic_v2]
Materials= Plastic_Cream 
BrightnessAdjustment = 0.5
DetailScale = 45
DetailTexture = 1
Reflectance = 0.07
Smoothness = 0.45


>>>>>> UPHOLSTERY <<<<<<<<

[Material_Fabric_v2]
Materials= headliner
BrightnessAdjustment=0.45
DetailScale = 12
DetailNormalBlend = 1.5
Reflectance = 0.001
Smoothness = 0.02


[Material_Carpet_v2]
Materials= Carpet
BrightnessAdjustment=1
DetailScale = 10
DetailNormalBlend = 5

[Material_Carpet_v2]
Meshes= 13_0
BrightnessAdjustment=3
DetailScale = 16
DetailNormalBlend = 5



[Material_LeatherDetailed]  ;;;; Dash leather
Materials = dash_main
BrightnessAdjustment=0.7
Smoothness = 0.45
Reflectance = 0.2
ApplyTilingFix = 1
HasDetailNormals = 1
DetailNormalBlend = 1.5
DetailScale = 40
DetailNormalPBRFormat = 0.0
DetailNormalTexture = texture/leather_03_nm.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.05

[Material_LeatherDetailed]  ;;;; Dash leather
Meshes = Object013
BrightnessAdjustment=0.7
Smoothness = 0.0
Reflectance = 0.01
ApplyTilingFix = 1
HasDetailNormals = 1
DetailNormalBlend = 0.8
DetailScale = 80
DetailNormalPBRFormat = 1
DetailNormalTexture = texture/leather_03_nm.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.05



[Material_LeatherDetailed]  ;;;; Shifter boot
Materials = Skin_Shifter_Leather
BrightnessAdjustment=0.55
Smoothness = 0.45
Reflectance = 0.01
ApplyTilingFix = 1
HasDetailNormals = 1
DetailNormalBlend = 1
DetailScale = 1
DetailNormalPBRFormat = 1
DetailNormalTexture = texture/leather_03_nm.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.05


[Material_LeatherDetailed] 
Materials = Seats_main
BrightnessAdjustment=0.8
Smoothness = 0.0
Reflectance = 0.002
ApplyTilingFix = 1
HasDetailNormals = 1
DetailNormalBlend = 0.65
DetailScale = 35
DetailNormalPBRFormat = 1
DetailNormalTexture = texture/leather_03_nm.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.1
DetailNormalPBRReflectance = 0.05


[Material_InteriorPBR]
Materials =Seatbelts

[Material_InteriorPBR]
Materials = clock
BrightnessAdjustment=1.5

[Material_InteriorPBR]
Materials =Plastic_NOAO
BrightnessAdjustment=0.3

[Material_InteriorPBRDetail]
Materials = seats_mesh
Reflectance = 0.025
Smoothness = 0.6
BrightnessAdjustment = 1
DetailNormalTexture = common/pbr_leather_pattern.dds
DetailNormalIntensity = 2
DetailNormalPBRFormat = 1
DetailNormalPBRSecondaryColor = 0, 0, 0, 10
DetailNormalPBRReflectance = 10
DetailScale = 10
DetailTexture = 0.1


[SHADER_REPLACEMENT_...]
MATERIALS = Material #25, texture:ts_arrow.dds
BLEND_MODE = ALPHA_TEST 

[SHADER_REPLACEMENT_...]
MATERIALS = int_emissive, texture:14.dds
BLEND_MODE = ALPHA_TEST 

[SHADER_REPLACEMENT_...]
MATERIALS = Glass_Border, texture:34_0_0.dds
BLEND_MODE = ALPHA_TEST 

[SHADER_REPLACEMENT_...]
MATERIALS = horn, texture:07 d.dds
BLEND_MODE = ALPHA_TEST 

[SHADER_REPLACEMENT_...]
MATERIALS = Airbag_Swheel, texture:05 d.dds
BLEND_MODE = ALPHA_TEST 

[Material_WindscreenBanner]
Materials = Glass_Border_int, Glass_Detail

[INTERIOR_DELAYED_RENDER]
MESHES = 
MATERIALS = shader:ksWindscreen, shader:ksBrokenGlass


[SHADER_REPLACEMENT_...]
ACTIVE = 1    ; set to 0 to disable the whole section (default value is 1)
MATERIALS = glass_detail02_ext, texture:20.dds
SHADER = ksPerPixelAT
BLEND_MODE = ALPHA_BLEND 




[Material_CarPaint_Metallic]
Materials = Carpaint
FresnelMax = 1.5
FresnelC = 0.18
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.06




