[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: android_auto/config.ini]

[SHADER_REPLACEMENT_...]
MESHES = 73_T
PROP_... = ksDiffuse, 0


[ANIMATION_...]
FILE=tiesi.ksanim
TIME= 1
BIND_TO_EXTRA_A=1

[Display_AndroidAuto]
Meshes = 184_T ; 物体名称
Resolution = 1000,500 ; 贴图分辨率
Size = 870, 383        ; 屏幕尺寸
Offset = 66, 58             ; 屏幕区域的左上角坐标
Scale = 1 ; 可能需要调整来保证尺寸正确
RearCameraPosition = 0, 0.25, -4  ; 倒车影像位置

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_1
INPUT_THRESHOLD = 0
COLOR=5,1,1,10

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_2
INPUT_THRESHOLD = 1
COLOR=5,1,1,10

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_3
INPUT_THRESHOLD = 2
COLOR=5,1,1,10

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_4
INPUT_THRESHOLD = 3
COLOR=5,1,1,10

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_5
INPUT_THRESHOLD = 4
COLOR=5,1,1,10

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_6
INPUT_THRESHOLD = 5
COLOR=5,1,1,10

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_7
INPUT_THRESHOLD = 6
COLOR=5,3,1,10

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_8
INPUT_THRESHOLD = 7
COLOR=5,3,1,10

[EMISSIVE_TRACTIONCONTROL_...]
NAME=tc_9
INPUT_THRESHOLD = 8
COLOR=5,3,1,10




[DI_DRIVEN_SESSION_...]
DIGITAL_ITEM = 18
DIGITAL_ITEM_NUMBER_FORMAT = 0.1
UPPER_BOUND = 999999


[DI_DRIVEN_TOTAL_...]
DIGITAL_ITEM = 17
DIGITAL_ITEM_NUMBER_FORMAT = 0.0
UPPER_BOUND = 999999

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = FIRST
UPPER_BOUND = 4  
RANGE=0              ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0.3                 ; lag for speed, adding inertia of movement
G_FACTOR = -0.8, 0, 0
POS_OFFSET_START = 0.0, 0, -0.0 position offset for the minimum value
POS_OFFSET_END = -0.1, 0.0, -0.0
NAME=gxnegativber




[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =  FIRST
UPPER_BOUND = 4
RANGE=0                ; maximum input value for arrow to move with
START = 0 
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=00 
SPEED_LAG = 0.3               ; lag for speed, adding inertia of movement
G_FACTOR = 0.8, 0, 0.0
POS_OFFSET_START = 0.00, -0.0, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.1, 0.00, 0.0
NAME=gxpositivre

[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR = THIRD
UPPER_BOUND = 4              ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0.0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0
SPEED_LAG = 0.3                ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, 0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.00, -0.08, 0.0
NAME=gznegative


[ANALOG_INDICATOR_...]
INPUT=G_FORCE
INPUT_SELECTOR =THIRD
UPPER_BOUND = 4                ; maximum input value for arrow to move with
START = 0 
RANGE=0
INPUT_LAG=0
INPUT_STALLED_VALUE=0
INPUT_STALLED_LAG=0.0
SPEED_LAG = 0.3               ; lag for speed, adding inertia of movement
G_FACTOR = 0.0, 0, -0.8
POS_OFFSET_START = 0.00, -0.00, 0.0 position offset for the minimum value
POS_OFFSET_END = 0.000, 0.08, 0.0
NAME=gzplus



[ANIMATION_...]
INPUT= FUEL
INPUT_MIN = 0
INPUT_MAX = 75
FILE = fuel.ksanim
INPUT_LUT = (|0=0|32=0.5|75=1|)
INPUT_LAG_UP = 0.0
INPUT_LAG_DOWN = 0.0
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0


[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=turn_r
COLOR=1,1,1,3
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=turn_l
COLOR=1,1,1,3
TOGGLE_VISIBILITY = 1

[EMISSIVE_HIGHBEAM_...]
NAME=highbeam
COLOR=1,1,1,3
TOGGLE_VISIBILITY = 1


[EMISSIVE_GEAR_D_...]
NAME=gear_d
COLOR=1,1,1,3
TOGGLE_VISIBILITY = 1


[EMISSIVE_GEAR_R_...]
NAME=gear_r
COLOR=1,1,1,3
TOGGLE_VISIBILITY = 1


[EMISSIVE_GEAR_N_...]
NAME=gear_n
COLOR=1,1,1,3
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
NAME=185
INPUT = RPM
COLOR=1,1,1,3
INPUT_THRESHOLD = 5500
INPUT_THRESHOLD_INVERSE = 1
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
NAME=rpm_1
INPUT = RPM
COLOR=1,1,1,3
INPUT_THRESHOLD = 6500
INPUT_THRESHOLD_INVERSE = 1
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
NAME=rpm_002
INPUT = RPM
COLOR=1,1,1,3
INPUT_THRESHOLD = 7000
INPUT_THRESHOLD_INVERSE = 1
TOGGLE_VISIBILITY = 1

[EMISSIVE_...]
NAME=rpm_003,shikuodeng,Plane003,gball,184_T
INPUT = RPM
COLOR=1,1,1,3
INPUT_THRESHOLD = 10000
INPUT_THRESHOLD_INVERSE = 1



[ANIMATION_...]
INPUT= RPM
INPUT_MIN = 0
INPUT_MAX = 8000
FILE = arrow.ksanim
INPUT_LUT = (|0=0|8000=1|)
INPUT_LAG_UP = 0.5
INPUT_LAG_DOWN = 0.5
INPUT_AS_PROGRESS = 1      ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT= RPM
INPUT_MIN = 0
INPUT_MAX = 8000
FILE = arrow2.ksanim
INPUT_LUT = (|0=0|8000=1|)
INPUT_LAG_UP = 0.62
INPUT_LAG_DOWN = 0.62
INPUT_AS_PROGRESS = 1      ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[ANIMATION_...]
INPUT= RPM
INPUT_MIN = 0
INPUT_MAX = 8000
FILE = arrow3.ksanim
INPUT_LUT = (|0=0|8000=1|)
INPUT_LAG_UP = 0.68
INPUT_LAG_DOWN = 0.68
INPUT_AS_PROGRESS = 1      ; set to 1 to switch to that second input-as-progress mode
TICK_TOCK_MODE=0
LOOP_KEEP_UNTIL_DONE=0
LOOP_WHILE_ACTIVE=0

[EXTRA_FX]
MASK_GBUFFER=75_T,76,291_T,wind_out
SKIP_GBUFFER=


[Material_Glass]
Materials=wind_out
MaskPass=2
EXTRA_MASK_PASS_COLOR=0,200,150
ThicknessMult=2
Desaturate=0
FilmIOR=1.3




[Material_Glass]
Materials=red_glass
MaskPass=1.3
EXTRA_MASK_PASS_COLOR=100,1,1
ThicknessMult=2
Desaturate=0
FilmIOR=1.8

[Material_Glass]
Materials=r_rear_out
MaskPass=1
EXTRA_MASK_PASS_COLOR=100,1,1
ThicknessMult=30
Desaturate=0
FilmIOR=1.8


[Material_CarPaint_Metallic]
Materials= car_paint
FresnelMax = 0.3
FresnelC = 0.1
FlakesK = 0.8
BrightnessAdjustment = 0.7
AmbientSpecular = 2
AmbientSpecularEXP = 25
SpecularBase = 2,50
ClearCoatThickness = 0.5
CarPaintVersionAware = 1
ClearCoatTint= 0.1,0.1,0.1
BaseSpecularColor = 0.5,0.5,0.6



[Material_Carbon]
Materials = body_carbon,safe_carbon
Smoothness = 0.8
Reflectance = 0.4
CubemapReflectionBlur = 1
UseClearCoat = 1
ClearCoatSmoothness = 0.9
ClearCoatIntensity = 0.9
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 0.2
DetailScale = 600
BrightnessAdjustment = 0



[Material_InteriorPBRDetail]
Materials = grid1
Reflectance = 0.05
Smoothness = 0.85
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0
CubemapReflectionBlur = 0
Metalness = 0.8

[Material_InteriorPBRDetail]
Materials = grid3
Reflectance = 0.5
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0
Metalness = 0.6

[Material_InteriorPBRDetail]
Materials = gird2
Reflectance = 0.5
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0A
CubemapReflectionBlur = 0
Metalness = 0.9


[Material_InteriorPBRDetail]
Materials = light_black
Reflectance = 0.1
Smoothness = 0.6
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0
CubemapReflectionBlur = 0
Metalness = 0.8

[Material_InteriorPBRDetail]
Materials = light_black2
Reflectance = 0.3
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0
CubemapReflectionBlur = 0
Metalness = 0.9

[Material_InteriorPBRDetail]
Materials = light_mark,light_logo,r_light_amglogo,wheel_amgmark,grid_alpha_metal
Reflectance = 0.1
Smoothness = 0.7
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.6
CubemapReflectionBlur = 0
Metalness = 1


[Material_InteriorPBRDetail]
Materials = body_metal,wheel_metal,wheel_color2
Smoothness = 0.9
ApplyTilingFix = 1
BrightnessAdjustment = 0.5
DetailNormalPBRSmoothness = 0
DetailNormalPBRSmoothnessGamma = 1
Metalness = 0.8
Reflectance = 0.9
LocalReflectionsSharpness = 0.05
DetailScale = 0




[Material_InteriorPBRDetail]
Materials =body_red,disc_metal,caliper_metal,paiqi_out
Reflectance = 0.1
Smoothness = 0.8
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 1
CubemapReflectionBlur = 0.2
Metalness = 0.9


[Material_CarPaint_Metallic]
CarPaintMaterial = wheel_color,wheel_colorsp,caliper,disc_black,body_black,wing_black,wheel_color3
FresnelMax = 0.05
FresnelC = 0.05
BrightnessAdjustment = 0.3 ; compensates for ambient specular
ColoredSpecular = 0
AmbientSpecular = 0
AmbientSpecularEXP = 0
ClearCoatThickness = 0
BaseSpecularColor = 50, 50, 50  ; specular color
PearlescentSpecular = 0.0    ; offset specular color from base color in a way similar to pearl car paints
AmbientSpecular = 1     ; ambient specular by Stereo
AmbientSpecularEXP = 3   ; concentration of specular ambient
FlakesK = 0.8


[Material_InteriorPBRDetail]
Materials = stereo_logo
Reflectance = 0.1
Smoothness = 0.5
DetailNormalPBRFormat = 1
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.02
CubemapReflectionBlur = 0.2
Metalness = 0.9


[Material_InteriorPBRDetail]
Materials = light_chrome,light_chrome_nm
Reflectance = 0.1
Smoothness = 1
DetailNormalPBRFormat = 1
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 1
CubemapReflectionBlur = 0.2
Metalness = 0.5

[Material_InteriorPBRDetail]
Materials = light_metal
Reflectance = 0.1
Smoothness = 0.5
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 1
CubemapReflectionBlur = 0.2
Metalness = 0.5

[Material_InteriorPBRDetail]
Materials = wing_luosi
Reflectance = 0.1
Smoothness = 0.5
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.5
CubemapReflectionBlur = 0.2
Metalness = 0.9



[REFRACTING_HEADLIGHT_0]
SURFACE = 223_T
INSIDE = 48
INSIDE_BULBS = 284
RESOLUTION_MULT=4

ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.3
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 1,0.9999,0.9999
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.446,0.435,0.707,0.005
CUSTOM_BULB_1 = 0.549,0.576,0.729,0.005
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1.08
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.26
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.14
GLASS_COLOR = 1,0,0
GLASS_EMISSIVE_MULT = 0.8
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2.0
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -1.7881393e-07,0.7633409,-2.0884962
NM_SHARE_EXT = 0.11
NM_SHARE_INT = 0.14
ORIGIN = 0.57194394,0.7633409,-2.2360086
RADIUS = 0.20041665
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1




[REFRACTING_HEADLIGHT_1]
SURFACE = 69_T
INSIDE = 47
INSIDE_BULBS = brake_bulbs
RESOLUTION_MULT=4

ABSORPTION = 0.001
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.7
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_COLOR = 0.5770211,0.5769634,0.5769634
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 0.45
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.2
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.0001,9.998999e-05,9.998999e-05
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2.28
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -3,0.8909495,-2.1847925
NM_SHARE_EXT = 0.82
NM_SHARE_INT = 0.5
ORIGIN = 0.005,0.8909495,-2.1900842
RADIUS = 0.22310035
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.42
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1



[REFRACTING_HEADLIGHT_2]
SURFACE = back_light
INSIDE = 58,280,306
INSIDE_BULBS = 279
RESOLUTION_MULT=1

ABSORPTION = 0
AMBIENT_MULT = 0.3
BASE_EMISSIVE_K = 0.04
BOUNCED_BACK_MULT = 0.36
BULB_BLUR_K = 2
BULB_COLOR = 1,0.9999,0.9999
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 6.8
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.28
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.19
GLASS_EXTRA_THICKNESS = 0
INNER_SPECULAR = 9.8
INNER_SPECULAR_EXP = 1000
IOR = 2.5
IOR_FLYOUT_FLAT = 0.15
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -3,0.33509332,-2.2453115
NM_SHARE_EXT = 1
NM_SHARE_INT = 1
ORIGIN = -0.002,0.33509332,-2.2686787
RADIUS = 0.09060018
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.01
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1


[REFRACTING_HEADLIGHT_3]
SURFACE = safelight_001
INSIDE = safelight_000
INSIDE_BULBS = GeoSphere004
RESOLUTION_MULT=1

ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.06
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 0
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 65.42
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.0001,9.998999e-05,9.998999e-05
GLASS_EMISSIVE_MULT = 0.36
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.64
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,1.1907582,-2.0036707
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.63
ORIGIN = 0.626037,1.1907582,-2.0347538
RADIUS = 0.118246414
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 4
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1


[REFRACTING_HEADLIGHT_4]
SURFACE = asd123
INSIDE = 1241234
INSIDE_BULBS = GeoSphere003
RELATIVE_TO = wing011
RESOLUTION_MULT=4

ABSORPTION = 0.02
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.19
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 0
DIFFUSE_MAP_MULT = 1
DIRECTION = -0.9971244,-0.07578145,0
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 71.85
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 1,0.9999,0.9999
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.91
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.494,-0.011244595,0
NM_SHARE_EXT = 0.51
NM_SHARE_INT = 0
ORIGIN = 0.304,0,0
RADIUS = 0.3469003
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 4
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1



[REFRACTING_HEADLIGHT_5]
SURFACE = safelight_f000
INSIDE = 1231
INSIDE_BULBS = GeoSphere001
RESOLUTION_MULT=4

ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.17
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 0
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,-1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 46.3
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -2.9802322e-08,1.1451249,-0.11596726
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.5096786,1.1451249,-0.08940483
RADIUS = 0.07448486
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 4
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1







[REFRACTING_HEADLIGHT_6]
SURFACE = safelight_f001
INSIDE = 1231
INSIDE_BULBS = GeoSphere002
RESOLUTION_MULT=1

ABSORPTION = 0
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.08
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5,0.5,0,0
CUSTOM_BULB_1 = 0.5,0.5,0,0
CUSTOM_BULB_2 = 0.5,0.5,0,0
CUSTOM_BULB_3 = 0.5,0.5,0,0
DIFFUSE_MAP_FILTER_MULT = 0
DIFFUSE_MAP_MULT = 1
DIRECTION = 0,0,-1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 100
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25,0.25,0.25
GLASS_EMISSIVE_MULT = 0
GLASS_EXTRA_THICKNESS = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0,1.1259058,-0.05486876
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.4352912,1.1259058,-0.008374475
RADIUS = 0.14879106
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 3.95
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 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=40 ; flame size
ANTILAG_INTERVAL_MAX=9000
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
DI3CHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=3.1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; flame size
DISCHARGE_RPM_THRESHOLD_MAX=9000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=5 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=80 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=5 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=8500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=5 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm

[PARTICLES_FX_EXHAUST_FLAMES]
COLOR_MULT=1, 0.3, 0, 1.0
INTENSITY_MULT=0.1
SIZE_MULT=2.15
TEMPERATURE_MULT=1




[Material_InteriorPBRDetail]
Materials = int_moshametal,intsp_metal
Reflectance = 0.1
Smoothness = 0.6
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 1
CubemapReflectionBlur = 0.2
Metalness = 0.8

[Material_InteriorPBRDetail]
Materials = gunlun
Reflectance = 0.1
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 0
BrightnessAdjustment = 0.6
CubemapReflectionBlur = 0.2
Metalness = 0.9
s
[Material_Carbon]
Materials = int_carbon
Smoothness = 0.3
Reflectance = 0.2
CubemapReflectionBlur = 1
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearCoatIntensity = 0.5
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 0.4
DetailScale = 1200
BrightnessAdjustment = 0

[Material_InteriorPBRDetail]
Materials = int_huahen_plastic
Reflectance = 0.1
Smoothness = 0.9
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 150
BrightnessAdjustment = 0.3
CubemapReflectionBlur = 0.2
Metalness = 0.9
ApplyTilingFix = 1


[Material_InteriorPBRDetail]
Materials = stere
Reflectance = 0.0
Smoothness = 0.6
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
BrightnessAdjustment = 0.5
CubemapReflectionBlur = 0.2
Metalness = 1

[Material_InteriorPBRDetail]
Materials = int_ditan
Reflectance = 0.2
Smoothness = 0.0
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale = 50
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0.2
Metalness = 0


[Material_InteriorPBRDetail]
Materials = int_leather
Reflectance = 0.2
Smoothness = 0
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 80
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0.2
Metalness = 0

[Material_InteriorPBRDetail]
Materials =tree_logo 
Reflectance = 0.1
Smoothness = 0
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale =8
BrightnessAdjustment = 0.03
CubemapReflectionBlur = 0.2
Metalness = 0


[Material_InteriorPBRDetail]
Materials = fengxian2
Reflectance = 0.2
Smoothness = 0
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 80
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0.2
Metalness = 0

[Material_Plastic_v2]
Materials = int_sp_plastic,int_plastic,car_roof
Reflectance = 0.1
Smoothness = 0.2
DetailNormalBlend = 0.5
DetailScale = 100
BrightnessAdjustment = 0.2


[Material_InteriorPBRDetail]
Materials = airbag
Reflectance = 0.2
Smoothness = 0
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 80
BrightnessAdjustment = 0.03
CubemapReflectionBlur = 0.2
Metalness = 0

[Material_InteriorPBRDetail]
Materials = steer_fengxian
Reflectance = 0.1
Smoothness = 0
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 80
BrightnessAdjustment = 0.01
CubemapReflectionBlur = 0.2
Metalness = 0


[Material_InteriorPBRDetail]
Materials = int_alcantara
Reflectance = 0.0
Smoothness = 0.1
DetailNormalBlend =0.8
DetailScale = 30
BrightnessAdjustment = 0.3
CubemapReflectionBlur = 1
DetailNormalPBRSmoothness = 0
DetailNormalTexture = common/pbr_carpet.ddss
ApplyTilingFix = 1

[Material_InteriorPBRDetail]
Materials = int_mosha
Reflectance = 0.3
Smoothness = 0.2
DetailNormalBlend =1
DetailScale = 100
BrightnessAdjustment = 0
CubemapReflectionBlur = 1
DetailNormalPBRSmoothness = 0
DetailNormalTexture = common/pbr_carpet.ddss
ApplyTilingFix = 1


[Material_InteriorPBRDetail]
Materials = intsp_alcantara
Reflectance = 0.0
Smoothness = 0.1
DetailNormalBlend =0.2
DetailScale = 5
BrightnessAdjustment = 0.3
CubemapReflectionBlur = 1
DetailNormalPBRSmoothness = 0
DetailNormalTexture = common/pbr_carpet.dds
ApplyTilingFix = 1

[Material_InteriorPBRDetail]
Materials = int_black_metal
Reflectance = 0.2
Smoothness = 0.1
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 80
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0.2
Metalness = 0.8

[Material_InteriorPBRDetail]
Materials = mark1
Reflectance = 0.2
Smoothness = 0.1
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 80
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 0.2
Metalness = 0.8

[Material_InteriorPBRDetail]
Materials = int_fanggunjia
Reflectance = 0.5
Smoothness = 0.8
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 80
BrightnessAdjustment = 2
CubemapReflectionBlur = 0.2
Metalness = 1

[Material_InteriorPBRDetail]
Materials = hanjie
Reflectance = 0.5
Smoothness = 0.8
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 80
BrightnessAdjustment = 0.3
CubemapReflectionBlur = 0.2
Metalness = 1

[Material_InteriorPBRDetail]
Materials = plate,GTs,safe_plate_light
Reflectance = 0.5
Smoothness = 0.8
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.5
DetailScale = 1
BrightnessAdjustment = 0.5
CubemapReflectionBlur = 0.2
Metalness = 0.8



[EMISSIVE_LIGHT_1]
NAME = 8,44_T
COLOR=1,1,1,100
  ; 颜色  红，绿，蓝，亮度
LAG=0.3			；熄灭延迟，最大0.9
SIMULATE_HEATING = 0 	;灯在熄灭时会变黄，模拟老式灯泡
BIND_TO_HEADLIGHTS=1   ；绑定到头灯，意味着按游戏中的开灯键就会亮，还有其他灯也要绑定在上面，例如仪表灯在开头灯的时候也会跟着打开


[EMISSIVE_LIGHT_2]
NAME = 44_T
COLOR=1,1,1,0.2
  ; 颜色  红，绿，蓝，亮度
LAG=0.3			；熄灭延迟，最大0.9
SIMULATE_HEATING = 0 	;灯在熄灭时会变黄，模拟老式灯泡
BIND_TO_HEADLIGHTS=1   ；绑定到头灯，意味着按游戏中的开灯键就会亮，还有其他灯也要绑定在上面，例如仪表灯在开头灯的时候也会跟着打开

[EMISSIVE_LIGHT_3]
NAME = 272
COLOR=1,1,1,20
  ; 颜色  红，绿，蓝，亮度
LAG=0.3			；熄灭延迟，最大0.9
SIMULATE_HEATING = 0 	;灯在熄灭时会变黄，模拟老式灯泡
BIND_TO_HEADLIGHTS=1   ；绑定到头灯，意味着按游戏中的开灯键就会亮，还有其他灯也要绑定在上面，例如仪表灯在开头灯的时候也会跟着打开


[EXTRA_FX_EMISSIVE_...]
MESHES = 8 ,44_T 
MATERIALS = r_light_int     ; list of materials
RANGE =0.03 ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1,1,1,40 ; optional brightness multiplier (could be an RGBA value)
DIRECTED =0      ; set for 0 for point light and 1 for directed light, or 
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 1
EMISSIVE_TWEAK = 1
FADE_AT = 1000
MIP_BIAS = 5
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
NORMAL_SHIFT = 0


[EMISSIVE_HIGHBEAM_0]
NAME=7
COLOR= 1,1,1,100	 ; 颜色  红，绿，蓝，亮度
LAG = 0.1 			；熄灭延迟，最大0.9
SIMULATE_HEATING = 0		;灯在熄灭时会变黄，模拟老式灯泡





[EXTRA_FX_EMISSIVE_...]
MESHES = 7 
MATERIALS = r_light_int     ; list of materials
RANGE =0.033 ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1,1,1,100 ; optional brightness multiplier (could be an RGBA value)
DIRECTED =0      ; set for 0 for point light and 1 for directed light, or 
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 1
EMISSIVE_TWEAK = 10
FADE_AT = 1000
MIP_BIAS = 5
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
NORMAL_SHIFT = 0


[LIGHT_HEADLIGHT_...]
COLOR=1,1,1.1,30 			; 颜色  红，绿，蓝，亮度
POSITION=0, 0.5, 2.0	；位置 （如果灯是对称的，把X轴坐标写在镜像轴里，这里X写0）左右/高度/前后
MIRROR=0.7				；镜像轴（灯和车对称轴的距离）
LOWBEAM_RANGE_MAX=80 	;近照灯最远距离
LOWBEAM_RANGE_MULT = 0.9	；近照灯亮度倍数（没啥用，可以调颜色亮度）
HIGHBEAM_RANGE_MAX=150	；远光灯最远距离
DIRECTION=-0, -0.3,1	;方向 X左右，Y俯仰，Z旋转(这行可以直接删掉，默认数据也很好用)


[EMISSIVE_BRAKE_0]
NAME=69_T
COLOR=50,2,1,1		 ; 颜色  红，绿，蓝，亮度
LAG=0.2				；熄灭延迟，最大0.9

[EMISSIVE_BRAKE_1]
NAME=223_T,48
COLOR=50,20,1,50		 ; 颜色  红，绿，蓝，亮度
FALLBACK_HEADLIGHTS_COLOR=20,1,1,20
LAG=0.2				；熄灭延迟，最大0.9


[EMISSIVE_REVERSE_0]
NAME=back_light
COLOR=1,1,1,10 	 ; 颜色  红，绿，蓝，亮度
SIMULATE_HEATING=0		;灯在熄灭时会变黄，模拟老式灯泡
LAG=0.6					；熄灭延迟，最大0.9
CAST_LIGHT=0			；默认为1 投射光线
CHANNEL = 0

[EMISSIVE_REVERSE_1]
NAME=back_light
COLOR=1,1,1,10 	 ; 颜色  红，绿，蓝，亮度
SIMULATE_HEATING=0		;灯在熄灭时会变黄，模拟老式灯泡
LAG=0.6					；熄灭延迟，最大0.9
CAST_LIGHT=0			；默认为1 投射光线
CHANNEL = 1


[EMISSIVE_LIGHT_...]
NAME = dash_black
COLOR=1,1,1,3
OFF_COLOR = 1,1,1,3
  ; 颜色  红，绿，蓝，亮度
LAG=0.3			；熄灭延迟，最大0.9
SIMULATE_HEATING = 0 	;灯在熄灭时会变黄，模拟老式灯泡
BIND_TO_HEADLIGHTS=1   ；绑定到头灯，意味着按游戏中的开灯键就会亮，还有其他灯也要绑定在上面，例如仪表灯在开头灯的时候也会跟着打开

[EMISSIVE_LIGHT_...]
NAME = Cylinder001
COLOR=1,1,1,8
OFF_COLOR = 1,1,1,8
  ; 颜色  红，绿，蓝，亮度
LAG=0.3			；熄灭延迟，最大0.9
SIMULATE_HEATING = 0 	;灯在熄灭时会变黄，模拟老式灯泡
BIND_TO_HEADLIGHTS=1   ；绑定到头灯，意味着按游戏中的开灯键就会亮，还有其他灯也要绑定在上面，例如仪表灯在开头灯的时候也会跟着打开




[EMISSIVE_LIGHT_4]
NAME = 114,148,193,192,180,188
COLOR=1,1,1,3
  ; 颜色  红，绿，蓝，亮度
LAG=0.3			；熄灭延迟，最大0.9
SIMULATE_HEATING = 0 	;灯在熄灭时会变黄，模拟老式灯泡
BIND_TO_HEADLIGHTS=1   ；绑定到头灯，意味着按游戏中的开灯键就会亮，还有其他灯也要绑定在上面，例如仪表灯在开头灯的时候也会跟着打开


[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=f_turn_l,276
COLOR=50,20,1,1	 ; 颜色  红，绿，蓝，亮度
FALLBACK_HEADLIGHTS_COLOR = 1,1,1,10		 ; 颜色  红，绿，蓝，亮度（头灯和转向灯在一个灯泡上时使用，这里是头灯颜色。不用时删掉）
LAG=0.0      	；熄灭延迟，最大0.9
SIMULATE_HEATING=0.0		
;灯在熄灭时会变黄，模拟老式灯泡
CAST_LIGHT=0			；默认为1 投射光线
LOCATION =FRONT
OFF_COLOR = 1,1,1,30


[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=f_turn_r,278
COLOR=50,20,1,1	 ; 颜色  红，绿，蓝，亮度
FALLBACK_HEADLIGHTS_COLOR = 1,1,1,10		 ; 颜色  红，绿，蓝，亮度（头灯和转向灯在一个灯泡上时使用，这里是头灯颜色。不用时删掉）
LAG=0.0      	；熄灭延迟，最大0.9
SIMULATE_HEATING=0.0		;灯在熄灭时会变黄，模拟老式灯泡
CAST_LIGHT=0			；默认为1 投射光线
LOCATION =FRONT
OFF_COLOR = 1,1,1,30


[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=m_turn_l
COLOR=2,1,1,10	 ; 颜色  红，绿，蓝，亮度
LAG=0.0      	；熄灭延迟，最大0.9
SIMULATE_HEATING=0.0		;灯在熄灭时会变黄，模拟老式灯泡
CAST_LIGHT=1			；默认为1 投射光线
LOCATION =FRONT


[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=m_turn_r
COLOR=2,1,1,10	 ; 颜色  红，绿，蓝，亮度
LAG=0.0      	；熄灭延迟，最大0.9
SIMULATE_HEATING=0.0		;灯在熄灭时会变黄，模拟老式灯泡
CAST_LIGHT=1			；默认为1 投射光线
LOCATION =sFRONT


[EMISSIVE_TURNSIGNAL_LEFT_3]
RANGE_PREFIX=led_
RANGE_START_INDEX=1
RANGE_END_INDEX=6
RANGE_DELAY=0.03 ; to compensate for that there are more of them
COLOR=10,5,0,10
LAG=0
REPEAT_FREQENCY_HZ=3
LOCATION=REAR
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=2

[EMISSIVE_TURNSIGNAL_RIGHT_3]
RANGE_PREFIX=led_r_
RANGE_START_INDEX=1
RANGE_END_INDEX=6
RANGE_DELAY=0.03 ; to compensate for that there are more of them
COLOR=10,5,0,10
LAG=0
REPEAT_FREQENCY_HZ=3
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=2


[LIGHT_BRAKES]
COLOR=2, 0, 0, 3  ; 颜色  红，绿，蓝，亮度
POSITION=0, 0.4, -2.8 	；位置 （如果灯是对称的，把X轴坐标写在镜像轴里，这里X写0）左右/高度/前后
MIRROR=0.7		；镜像轴（灯和车对称轴的距离）
DIRECTION=-0, -1,-1	;方向 X左右，Y俯仰，Z旋转 (这行可以直接删掉，默认数据也很好用)


[LIGHT_LICENSEPLATE]
MESHES=272
OFFSET= 0.07,0,0
RANGE=0.2
RANGE_GRADIENT_OFFSET=0.4
SPOT=200
SPOT_SHARPNESS=0.5
COLOR = 2,2,1.5,20
FALLBACK_EMISSIVE=1,0.7,0.3,0.9
FADE_AT=100
FALLBACK_LOWBEAM_COLOR=1,0.7,0.3,0.9


[SHADER_REPLACEMENT_...]
MESHES = 56
PROP_... = extBounceBack, 50



[EXTRA_FX_EMISSIVE_...]
MESHES = 
MATERIALS = r_bulb     ; list of materials
RANGE =0.015 ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1,1,1,20 ; optional brightness multiplier (could be an RGBA value)
DIRECTED =0      ; set for 0 for point light and 1 for directed light, or 
INTERIOR_ONLY = 0
EXTERIOR_ONLY = 1
EMISSIVE_TWEAK = 10
MIP_BIAS = 1
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only
NORMAL_SHIFT = 0


[SHAKING_EXHAUST_...]
MESHES = 0_T,19_T
POINT_0 = -2.43, -4.45, -66.36
POINT_0_RADIUS = 1
POINT_0_EXP = 1
POINT_0_SCALE = 0.12, 0.3, 0.06


[SHADER_REPLACEMENT_...]
MATERIALS =fengxian1,mark2,mark3,seat_amg
IS_TRANSPARENT = 0
CAST_SHADOWS = 0 
BLEND_MODE = ALPHA_TEST


[SHADER_REPLACEMENT_...]
MATERIALS= tiezhi,safe_banner
CULL_MODE = OFF
CAST_SHADOWS = 1




[Material_Glass]
Materials=glass
MaskPass=2
EXTRA_MASK_PASS_COLOR=0,200,150
ThicknessMult=2
Desaturate=0
FilmIOR=1.3


[SHADER_REPLACEMENT_...]
MATERIALS= wing_black,safelight_base
CULL_MODE = OFF


[Material_InteriorPBRDetail]
Materials = pone
Reflectance = 0.6
Smoothness = 0.5
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale = 10
BrightnessAdjustment = 10
CubemapReflectionBlur = 0.2
Metalness = 0.9


[Material_CarPaint_Metallic]
Materials = paint_black,safe_black
FresnelMax = 0.6
FresnelC = 0.16
FlakesK = 0
BrightnessAdjustment = 0.1
BaseSpecularColor = #FFFFFF
AmbientSpecular = 0
AmbientSpecularEXP = 100
SpecularBase = 0.2 ,1000
SpecularSun = 8.0, 290000
ClearCoatThickness = 0.3