;;;;;;; Materials ;;;;;;;;
[INCLUDE: common/materials_interior.ini]
[INCLUDE:pbr_int.ini]
[INCLUDE:pbr_ext.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/navigators.ini]
[INCLUDE: navigators_mixins.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/custom_emissive.ini]
[INCLUDE: common/navigators.ini]
[INCLUDE: common/materials_carpaint.ini]


[ANIMATION_31]
INPUT = GAS         
FILE = driver_gas_pedal.ksanim
TIME = 1             
INPUT_AS_PROGRESS = 0    
LOOP_WHILE_ACTIVE = 0
TICK_TOCK_MODE = 0 

[ANIMATION_32]
INPUT = BRAKE       
FILE = driver_brake_pedal.ksanim
TIME = 1             
INPUT_AS_PROGRESS = 0    
LOOP_WHILE_ACTIVE = 0
TICK_TOCK_MODE = 0 


//// SHADER ///
[SHADER_REPLACEMENT_...]
MATERIALS= EXT_rim_paint
PROP_... = ksAmbient, 0.9
PROP_... = ksDiffuse, 0.4
PROP_... = fresnelEXP, 50
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.00
PROP_... = ksSpecularEXP, 100
PROP_... = ksSpecular, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1

CarPaintMaterial = CarPaint
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = CarPaint
LocalReflectionsForce = 1
AmbientSpecular = 1


[Material_Velvet_v2]
Materials = floormatts
Smoothness = 0.25
Reflectance = 0.1
CubemapReflectionBlur = 1
BrightnessAdjustment = 300
DetailNormalBlend = 1



[Material_Glass]
Materials=glass_out,MercedesAMG_S63CoupeRewardRecycled_2020Coloured_Material
MaskPass=900
UseNormalMap=900
Refraction=0


[Material_Aluminium_v3]
Materials = Alu
Metalness = 1.0
Reflectance = 30.0
BrightnessAdjustment = 0.9
CubemapReflectionBlur=1.0
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 10
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 0.4



[Material_Leather_v2]
Materials = MercedesAMG_S63CoupeRewardRecycled_2020Grille5A_Material
DetailScale = 10
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 0.2
Reflectance = 0.9
UseClothShading = 1
ClothSheenColor = 1, 1, 1, 1
BrightnessAdjustment = 0.25

;;;;;;;;;;;;;;;;;    Multimedia      ;;;;;;;;;;;;;;;;
[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = COCKPIT_HR_SUB09_002  ; display mesh
Resolution = 750,375   ; texture resolution
Size = 750,375        ; size of the screen area
Offset = 0, 0              ; left top corner of screen area
Scale = 1                  ; might need adjusting to get the scale right
RearCameraPosition = 0, 0.75, -2.5  ; position of rear view camera

[Navigator_StyleSygic]
Meshes = cockpit_23
Resolution = 1024, 1024
Offset = -60, -60
Size = 1150, 1150

[Navigator_StyleModernDark]
Meshes = hud
Brightness = 1
Resolution = 800, 600
Offset = 0, 0
Size = 720, 480

;;;;;;;;;;;;;;;;;; Lights and turnsignals ;;;;;;;;;;;;;;;;;;;

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=interiordecals
COLOR=1,1,1
OFF_COLOR=1,1,1,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1

[EMISSIVE_HIGHBEAM_...]
NAME=highbeamm
BIND_TO=LIGHT
LAG=0.3
COLOR=50 50 50 

[EMISSIVE_LIGHT_...]
NAME=Headlights_SUB1
BIND_TO=LIGHT
LAG=0.3
COLOR=50 50 50


[EMISSIVE_EXTRA_A_0]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=HeadLights_SUB2
COLOR=45,45,50, 3.0
LAG=0.4
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_BRAKE_...] ; Brakelights - MUST be 3X DRL Taillights
NAME= Light002, t2
COLOR=50, 10, -10,3
LAG=0.3
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
FALLBACK_HEADLIGHTS_COLOR=8,2,0




[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=plateeu_a
OFFSET=0.00, 0.0, -0.00
RANGE=0.25
RANGE_GRADIENT_OFFSET=0.3
SPOT=280
SPOT_SHARPNESS=0.3
COLOR=6,8,10,1
FALLBACK_EMISSIVE=2,2,2,2
LAG=0.98
BOUND_TO = headlights

[Material_Metal_v2]
Materials=chrome
OcclusionMult=0.7
DetailScale=9
Brightness=0.1
[Material_InteriorPBRDetail]
Materials=CSR2_Interior

[EMISSIVE_OPENDOORS_3]
NAME=cockpit_12
COLOR=2, 2, 2
LAG=0.9
SIMULATE_HEATING=0
CAST_LIGHT=1

[EMISSIVE_REVERSE_0]
NAME=RearLights_SUB4
COLOR=100,100,100
LAG=0.6
SIMULATE_HEATING=0

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=l_0
RANGE_PREFIX=l_
RANGE_START_INDEX=0
RANGE_END_INDEX=21
RANGE_DELAY=0.05 	; to compensate for that there are more of them
COLOR=400, 20, 0, 1
LAG=0
REPEAT_FREQENCY_HZ=1.8
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=frontsignal_L	
COLOR=400, 20, 0
OFF_COLOR=100,100,100
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=MirrorSignal_L
COLOR=400, 20, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=lcd_blinker_left
COLOR=0, 10, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=NONE

[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=r_0
RANGE_PREFIX=r_
RANGE_START_INDEX=0
RANGE_END_INDEX=21
RANGE_DELAY=0.05 	; to compensate for that there are more of them
COLOR=400, 20, 0, 1
LAG=0
REPEAT_FREQENCY_HZ=1.8
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=frontsignal_R
COLOR=400, 20, 0
OFF_COLOR=100,100,100
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=MirrorSignal_R
COLOR=400, 20, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=MIDDLE

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=lcd_blinker_right
COLOR=0, 10, 0
LAG=0.3
SIMULATE_HEATING=0.0
LOCATION=NONE




;;;;;;;;;;;;;;;;;;;;;;;   Cluster stuff   ;;;;;;;;;;;;;;;;;;;;




[EMISSIVE_HANDBRAKE_0]
NAME=handbrake
TOGGLE_VISIBILITY = 1
COLOR=40,4,4,1
LAG=0.2

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,20,4,1
NAME=tc
TOGGLE_VISIBILITY = 1
LAG=0.2


[EMISSIVE_TRACTIONCONTROL_0]
NAME=tc_off
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_ABS_0]
NAME=abs
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=40,20,4,1
LAG=0.2

[EMISSIVE_ABS_INACTION_0]
NAME=abs_1
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
OFF_COLOR=0
LAG=0.2

[EMISSIVE_HIGHBEAM_0]
NAME=highbeam
ACT_AS_HEADLIGHTS=0
COLOR=0,0,15,1

[EMISSIVE_HIGHBEAM_1]
NAME=headlight_10
ACT_AS_HEADLIGHTS=0
COLOR=250,250,280

[EMISSIVE_...]
NAME=st_wheel
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
BIND_TO=SUSP_DAMAGE
THRESHOLD=10
LAG=0.2

[EMISSIVE_...]
NAME=engine
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=tires_press
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=TYRE_PRESSURE
INPUT_THRESHOLD = 45
INPUT_SELECTOR=MAX
INPUT_SELECTOR_PIVOT=5
LAG=0.2

[EMISSIVE_...]
NAME=fuel
TOGGLE_VISIBILITY = 1
COLOR=40,20,4,1
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_HAZARD_0]
NAME=cockpit_6
COLOR=2, 2, 2
LAG=0.0
SIMULATE_HEATING=0.0

[ODOMETER_MAIN]
DIGITAL_ITEM=8
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=9999999

[ODOMETER_TRIP]
DIGITAL_ITEM=9
DIGITAL_ITEM_NUMBER_FORMAT=06.01
UPPER_BOUND=999999

[DI_WIND_DIR_...]
DIGITAL_ITEM=15
DIGITAL_ITEM_NUMBER_FORMAT=01.01
DIGITAL_ITEM_NUMBER_FORMAT = COMPASS, LARGE





;;;;;;;;;;;;;;;;; Animations ;;;;;;;;;;;;;;;;;;;;;;;;







[ANIMATION_1]
FILE=hood.ksanim
TIME= 5.0
BIND_TO_EXTRA_B=1

[ANIMATION_2]
FILE=car_door_L.ksanim
TIME= 4.0
BIND_TO_EXTRA_C=1





;;;;;;;;;;;;;;;;; Car extras + others ;;;;;;;;;;;;;;;;;;;;;;;;





[AUDIO_VOLUME]
BODYWORK=0.3
DIRT=0.3
DOWN_SHIFT=1
GEAR_EXT=0.4
GEAR_GRIND=0.4
GEAR_INT=0.3
HORN=0.2
LIMITER=1
TRACTION_CONTROL_EXT=0.4
TRACTION_CONTROL_INT=0.2
TRANSMISSION=0.01
TURBO=0.3
WIND=0.5
BRAKE=0.3

[WIPERS]
FRONT_0= wiper_rb, wiper_lb
FRONT_1= wiper_rh, wiper_lh
WIND_THRESHOLDS_KMH = 150, 350 ; 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 

[WIPERS_TRACE_...]
SURFACE = Glass , GlassInside
WIPERS = wiper_rb, wiper_lb, wiper_rh, wiper_lh


[SMART_MIRROR]
VISIBLE_FIRSTPERSON = LEFT

[INSTRUMENTS]
SPEED_LIMIT=315
HAZARDS_G_THRESHOLD= 1.55

[LIGHT_BRAKEDISCS]
COLOR=0.5, 0.1, 0, 2

[BRAKEDISC_FX]
ACTIVE = 1             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
DEBUG = 0
CERAMIC = 0            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 25  ; increase to make more lines
GLOW_OFFSET = 0.9      ; 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 = 1, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.6, 0.6 

[DEFORMING_HOOD]
NAME = CAR_HOOD		; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.04    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.05       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.05       ; how far would it offset at the far end
BULGING_EXTRA = 0.04       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 4.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 0.6   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 7.0    ; which adds
NOISE_Z_FREQENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0              ; with, if needed, manual offset

[DEFORMING_REAR]
NAME = TRUNK   ; name of parenting node containing all meshes to deform
OFFSET_Y_MIDDLE = 0.04    ; how high would it offset in the center at full damage
OFFSET_Y_END = 0.03       ; how high would it offset at the far end at full damage
OFFSET_Z_END = 0.01       ; how far would it offset at the far end
BULGING_EXTRA = 0.02       ; increase to make shape go less triangly and more trapezoid-like
BULGING_EXPONENT = 2.0    ; affects the curve of slopes around raised center
NOISE_Y_AMPLITUDE = -0.16 ; some simple vertical noise at the center
NOISE_Z_AMPLITUDE = 2.0   ; and horizontal noise at the far end
NOISE_Y_FREQENCY = 7.0    ; which adds
NOISE_Z_FREQENCY = 7.0    ; some randomization
Z_FACTOR = 2.5            ; how center is being found
Z_BIAS = 0.0   


[INCLUDE: common/gt3_exhaust_glow.ini]
[EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW]
MESHES = exhausts
COLOR = 15, 2, 0, 1
USE_SMOOTH_TRANSITION = 1
INPUT_MIN = 80
INPUT_MAX = 100
INPUT_LUT = (| 85 = 0 | 97 = 1 |)
AFFECTS_TRACK = 1
SPECULAR_MULT = 3




;;;;;;;;;;;;;;;;;;;;;   Selflightning   ;;;;;;;;;;;;;;;;;;;;;;;;;;;;




[INCLUDE: common/selflighting.ini]




[SelfLight_Headlights]
POSITION=0, 0.722, 0.722
BOUND_TO = frontsignal_L, frontsignal_R 
RANGE=0.5
MIRROR=0.73
DIFFUSE_CONCENTRATION = 1
COLOR= 32,32,35
SPOT = 200

[SelfLight_Headlights]
POSITION=0, 0.674, 2.07
BOUND_TO = Headlights_SUB1
RANGE=0.9
MIRROR=0.778
DIFFUSE_CONCENTRATION = 0
COLOR= 32,32,35
SPOT = 90

[SelfLight_Headlights]
POSITION=0, 0.709, 2.17
BOUND_TO = HeadLights_SUB
RANGE=0.5
MIRROR=0.7
COLOR= 50,50,75	
SPOT = 200

[SelfLight_Headlights]
POSITION=0, 0.834, -2.31
DIRECTION = 2, -0., -1.9
BOUND_TO = t1
RANGE=0.2
MIRROR=0.75
DIFFUSE_CONCENTRATION = 1
COLOR= 50,0,0
SPOT = 200

[LIGHT_EXTRA_0]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,6
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=0.36, 0.94, 0.51
DIRECTION=0,0,-0.9
RANGE=0.85;1.25
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=60
SPOT_SHARPNESS=0.3

[LIGHT_EXTRA_1]
BIND_TO_HEADLIGHTS=1
COLOR=5,5,6
DIFFUSE_CONCENTRATION=0.88
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=5
FADE_SMOOTH=5
MIRROR=0
POSITION=-0.06, 0.94, 0.52
DIRECTION=0,0,-0.9
RANGE=0.85;1.25
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=0
SPOT=60
SPOT_SHARPNESS=0.3lllll




;;;;;;;;;;;;;;PBR and other Materials;;;;;;;;;;;;;;;;;;;

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = car_paint
CarPaintVersionAware = 3
DisableDev = 1

[Material_CarPaint_Metallic]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.05

[Material_Carbon]
Materials = CSR2_Carbon1
Brightness = 0.4
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 = 1000


[INCLUDE: common/materials_interior.ini]

[Material_Aluminium_v2]
Materials = light_white
Metalness = 0.4
Reflectance = 1
BrightnessAdjustment = 0.3
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 20
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2


[Material_InteriorPBRDetail]
Materials = Material #1121, Material #1120, Material #311
ColorSource=DIFFUSE
Reflectance=0.0
Smoothness=0.5
Metalness=0.1
CubemapReflectionBlur=0.3
Brightness=2
OcclusionMult=0.25
DetailScale=60
ApplyTilingFix=1

[Material_Metal_v2]
Materials = black, Painted_Metal_Black
Brightness = 0.01
DetailScale = 0
OcclusionMult = 0.4
Smoothness = 1
Metalness = 0.05
Reflectance = 0.05
CubemapReflectionBlur=0.2


[Material_InteriorPBRDetail]
Materials = Material #690, 
ColorSource=DIFFUSE
Reflectance=0.1
Smoothness=0.5
Metalness=0.3
CubemapReflectionBlur=0.85
Brightness=1.5
OcclusionMult=0.25
DetailScale=40
ApplyTilingFix=1

[Material_Carbon]
Materials = Painted_Metal_Black2carb
Brightness = 0.43
ClearCoatF0 = 0.07
Reflectance = 0.005
CubemapReflectionBlur = 0.2
DetailScale = 180

[Material_Plastic_v2]
Materials = Grey
Brightness = 0.06
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
DetailScale = 40

[Material_Fabric_v2]
Materials = yellow
Brightness = 0.5
Reflectance = 0.02
DetailScale = 10
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
ClothSheenColor = 1, 1, 1

[Material_Velvet_v2]
Materials = leather_1
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.4
UseClothShading = 1
Reflectance = 0.2
DetailScale = 40
ClothSheenColor = 1, 1, 1, 1

[Material_Carpet_v2]
Materials = carpet
Brightness = 0.3
Reflectance = 0.04
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 1
DetailScale = 40

[Material_Fabric_v2]
Materials = floormatts
Brightness = 0.3
Reflectance = 0.02
DetailScale = 40
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
ClothSheenColor = 1, 1, 1

[Material_Leather_v2]
Materials = leather_1
DetailScale = 60
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 0.5, 0.5, 0.5, 0.01
UseClothShading = 1
ClothSheenColor = 1, 1, 1,1
BrightnessAdjustment = 0.2

[Material_Velvet_v2]
Materials = roof
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
UseClothShading = 1
Reflectance = 0.1
DetailScale = 100
ClothSheenColor = 1, 1, 1
BrightnessAdjustment = 0.05

[Material_Leather_v2]
Materials = leather_3
DetailScale = 40
Reflectance = 0.04
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 0.5, 0.5, 0.5, 0.01
UseClothShading = 1
ClothSheenColor = 1, 1, 1,1
BrightnessAdjustment = 0.3

[Material_DigitalScreen]
Materials = Material #937, radio, Material #936
MatrixType = IPS           ; valid values: IPS, TN
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 1110          ; amount of pixels horizontally
ScreenAspectRatio = 0.25   ; aspect ratio, height/width
Emissive = 6               ; screen brightness
FlipXY = 0

[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMaterials=plastic_NGL|glassgaugepod_a, , glass_lcd
ExteriorGlassFilmedMaterials=glass

[Material_Glass]
Materials=glass
FilmIOR=2.2
MaskPass=1
MaskPassColor=200,0,0
PROP_... = extColoredBaseReflection, 0.5
PROP_... = extColoredReflection, 0.5

//////////// ADDED BY ANOTHER PERSON ///

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = car_paint
CarPaintVersionAware = 2

[Material_CarPaint_Metallic]
Materials = car_paint
LocalReflectionsForce = 1

[Material_CarPaint_Metallic]
AmbientSpecular = 1


[Material_Carbon]
Materials = CSR2_Carbon1
BrightnessAdjustment = 0.3
ClearCoatF0 = 0.25
DetailScale = 800



[INCLUDE: common/materials_carpaint.ini]
[Material_Metal_v2]
Materials = Material #690
BrightnessAdjustment = 0
DetailScale = 700
Metalness = 0.1
Reflectance = 0.1
LocalReflectionsSharpness = 0.9			ext_rim, EXT_Rim
DetailTexture = 10


[Material_Plastic_v2]
Materials = INT_dashboard_spkr
BrightnessAdjustment = 0.2
DetailScale = 100

[Material_Plastic_v2]
Materials = CSR2_Light
BrightnessAdjustment = 0.1
DetailScale = 0

;INTERIOR PBR
[INCLUDE: common/materials_interior.ini]

[Material_Velvet]
Materials=floormatts
BrightnessAdjustment=0.9
DetailScale = 9

[Material_Leather]
Materials=INT_leather
BrightnessAdjustment = 0.2

[Material_Plastic]
Materials=
BrightnessAdjustment = 0.2

[Material_Carbon]
Materials=CSR2_Carbon1M
DetailScale = 3
BrightnessAdjustment = 0.2
ClearCoatF0 = 0.15
Reflectance = 0.1

[Material_Carbon]
Materials=
DetailScale = 450
BrightnessAdjustment = 0.2
ClearCoatF0 = 0.15
Reflectance = 0.1

[SHAKING_EXHAUST_0]
MESHES =exhausts
POINT_0 = -0.39, -0.12, -2.26
POINT_0_RADIUS = 1
POINT_0_EXP = 1.0
ExhaustLightPoint = 0.93, 0.07, 0.00
ExhaustPoint = $ExhaustLightPoint
ExhaustMeshes_NM = polymsh25_SUB6, GEO_Chassis_SUB9
ExhaustAreaScale = 1, 1, 0.5
ExhaustDynamicLights = 0
ExhaustRadiusInner = 0.03
ExhaustRadiusThicknessInv = 12
ExhaustNormalsK = 0.7

[Material_DigitalScreen]
Materials = cockpitpanel
ScreenScale = 6000
ScreenAspectRatio = 0.9
MatrixType = TN

[Material_PhotoelasticGlass]
Meshes = glass,plastic_NGL|glassgaugepod_a

/AMBIENTE//

[LIGHT_EXTRA_...]
POSITION=-0.442, 0.629, 0.789
BIND_TO_HEADLIGHTS=1
COLOR=0,0,90
DIFFUSE_CONCENTRATION=0.9
FADE_AT=60
LAG = 0.9
FADE_SMOOTH=20
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.25
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=1
AFFECTS_TRACK=0

[LIGHT_EXTRA_...]
POSITION=0.442, 0.629, 0.789
BIND_TO_HEADLIGHTS=1
COLOR=0,0,90
DIFFUSE_CONCENTRATION=0.9
FADE_AT=60
LAG = 0.9
FADE_SMOOTH=20
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.25
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=1



[LIGHT_EXTRA_...]
POSITION=-0.759, 0.8, -0.116
BIND_TO_HEADLIGHTS=1
COLOR=0,0,90
DIFFUSE_CONCENTRATION=0.9
FADE_AT=60
LAG = 0.9
FADE_SMOOTH=20
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.25
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=1



[LIGHT_EXTRA_...]
POSITION=0.759, 0.8, -0.116
BIND_TO_HEADLIGHTS=1
COLOR=0,0,90
DIFFUSE_CONCENTRATION=0.9
FADE_AT=60
LAG = 0.9
FADE_SMOOTH=20
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.25
SELF_LIGHTNING=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=1

[EMISSIVE_LIGHT_...]
NAME=frontsignal_L,frontsignal_R
COLOR=360,360,380
OFF_COLOR=4,10,16
LAG=0.9

[EMISSIVE_REVERSE_...]
NAME=pan_rl_reverse,REAR_LIGHT_3
COLOR=165, 165, 165
LAG=0.8

[EMISSIVE_LIGHT_...] ; Interior Buttons
NAME=BOOSTBAR_0,BOOSTBAR_1,BOOSTBAR_2,BOOSTBAR_3,HPBAR_0,HPBAR_1,HPBAR_2,HPBAR_3,NMBAR_0,NMBAR_1,NMBAR_2,NMBAR_3
COLOR=5,.7,-10,3
OFF_COLOR=5,2,0,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1

[EMISSIVE_LIGHT_...] ; Interior Buttons
NAME=gaugecluster_a
COLOR=1,1,1
OFF_COLOR=0,0,0
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1


[EMISSIVE_LIGHT_...] ; Interior Buttons
NAME=steeringcolumn_a001_ID_017
COLOR=3,3,0
OFF_COLOR=5,3,0
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1