[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/gt3_exhaust_glow.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]



[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 1              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.72   ; 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
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.010
DISC_RADIUS = 0.200
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.08,0.3
WEAR_FORCE = 0.5
;GLOW_FORCE = 0.0



[ANIMATION_...]
INPUT =  G_FORCE	        ; bind to reverse gear
INPUT_SELECTOR=X
FILE = steer_tilt.ksanim     ; file name of new animation in “animations” folder
TIME = 3.5                  ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (-4=1| 0=0.5 | 4=0)
;INPUT_LUT = (-2=1 | 0=0.5 | 2=0)
INPUT_LAG_UP = 0.95
INPUT_LAG_DOWN = 0.95


[ANIMATION_...]
INPUT = G_FORCE	        ; bind to reverse gear
INPUT_SELECTOR=X
FILE =lenn.ksanim     ; file name of new animation in “animations” folder
TIME = 3.5                  ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (-3=0.5| 0=0.25 | 3=0)
;INPUT_LUT = (-2=1 | 0=0.5 | 2=0)
INPUT_LAG_UP = 0.95
INPUT_LAG_DOWN = 0.95


[ANIMATION_...]
INPUT =STEER	     ; bind to reverse gear
INPUT_SELECTOR=X
FILE = bikesteer.ksanim     ; file name of new animation in “animations” folder
TIME = 3.5                  ; animation time
INPUT_AS_PROGRESS = 1       ; set to 1 to switch to that second input-as-progress mode  
INPUT_LUT = (-360=0| 0=0.25 | 360=0.5)
;INPUT_LUT = (-2=1 | 0=0.5 | 2=0)
INPUT_LAG_UP = 0.95
INPUT_LAG_DOWN = 0.95


[INCLUDE: common/materials_carpaint.ini]



[Material_CarPaint_Metallic]  ;WHEEL PAINT WITH FLAKES
Materials=carpaint
FresnelEXP = 3
FresnelC = 0.1
FlakesK = 0.4
FresnelMax = 0.5
BrightnessAdjustment = 0.375
ClearCoatThickness = 0.16D
ColoredSpecular = 1.05
SpecularBase = 1,35
AmbientSpecular = 1.0
AmbientSpecularEXP = 28
LocalReflectionsForce = 0

[Material_CarPaint_Metallic]
Materials =rim_second
UseMetallicReflections = 1
FresnelMax = 0.05
FresnelC = 0.25
FlakesK = 0.12
AmbientSpecular = 0.4
ColoredSpecular = 0.6
AmbientSpecularEXP = 1.0S
ClearCoatThickness = 0.06
BrightnessAdjustment = 0.4
SpecularBase =1.5, 100
SpecularSun = 0.05, 15
ApplyTilingFix = 1



[SHADER_REPLACEMENT_...]
MATERIALS=carpaint, Material #473, rim_second, EXT_LEATHER, EXT_BLACKS, EXT_BASEMETALS
DOUBLE_FACE_SHADOW_BIASED = 1



[TYRES_FX]
BROKEN_TYRES_DYNAMIC=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


[Material_Metal_v2] ; Custom PBR Chrome/Metal(EXT) - By Wiz
Materials = gold, yellow
BrightnessAdjustment = 0.3
Metalness = 1
Reflectance = 0.01
DetailScale =10
DetailNormalBlend=1
LocalReflectionsSharpness = 1
CubemapReflectionBlur = 0 
DetailNormalPBRSecondaryColor =279,51, 1,0.01

[Material_Metal_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Materials =EXT_BASEMETALS
BrightnessAdjustment = 0.2
Metalness = 1.25
Reflectance = 0.2
DetailScale =20
DetailNormalBlend=3
LocalReflectionsSharpness = 0.1

[Material_Metal_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Materials =
BrightnessAdjustment = 1
Metalness = 1.0
Reflectance = 0.2
DetailScale =10000000
DetailNormalBlend=3
LocalReflectionsSharpness = 0.1
[Material_Metal_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Materials = mattemetal
BrightnessAdjustment = 0.1
Metalness = 0.5
Reflectance = 0.2
DetailScale =10000000
DetailNormalBlend=3
LocalReflectionsSharpness = 1

[Material_Metal_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Materials =gray, 
BrightnessAdjustment = 0.04
Metalness = 0.2
Reflectance = 0.02
DetailScale =20
DetailNormalBlend=3
LocalReflectionsSharpness = 0.1

[Material_Metal_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Materials =CHR_WHITELOGOS
BrightnessAdjustment = 0.5
Metalness = 0.7
Reflectance = 0.02
DetailScale =20
DetailNormalBlend=3
LocalReflectionsSharpness = 0.1

[Material_Metal_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Meshes =pipe_rear, axis_rear
BrightnessAdjustment = 0.04
Metalness = 1
Reflectance = 0.1
DetailScale =10
DetailNormalBlend=1
LocalReflectionsSharpness = 1
CubemapReflectionBlur = 0 
DetailNormalPBRSecondaryColor =23,10, 50,0.8

[Material_Metal_v2] ; Custom PBR Chrome/Metal(INT) - By Wiz
Meshes = Engine_G, bolts_fuel_tank, bolt_brake, bolt_engine
BrightnessAdjustment = 0.2
Metalness = 0.8
Reflectance = 0.1
DetailScale =10000
DetailNormalBlend=1
LocalReflectionsSharpness = 1
CubemapReflectionBlur = 0.3 
DetailNormalPBRSecondaryColor =23,10, 50,1







[Material_Carbon]
Materials = EXT_BLACKS
HasDetailNormals = 1
BrightnessAdjustment = 0.130
CubemapReflectionBlur=0.2
Reflectance = 0.15
ClearCoatF0 = 0.250
DetailNormalBlend = 0
DetailScale = 4000000
ApplyTilingFix = 0
ClearCoatThickness = 0.4
ClearCoatTint = 0, 0, 40
BaseSpecularColor = 0,100,150
SpecularBase = 2,15
AmbientSpecularEXP = 5
AmbientSpecular = 2
LocalReflectionsForce = 1
ksSpecular = 1
ksSpecularEXP = 1


[Material_Plastic_v2] ; Plastic BlackD
Materials = red, green
BrightnessAdjustment = 0.2
DetailScale =40.5
Reflectance = 0.15
LocalReflectionsSharpness = 1
ClearCoatF0 = 0.2





[EMISSIVE_...]
NAME=FLASHERS_?
COLOR=5,0,0,20
LAG=0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1

INPUT = RPM
INPUT_THRESHOLD = 13450
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 10 ; sets frequency for blinking
TOGGLE_VISIBILITY = 1


[EMISSIVE_...]
NAME=REVV_?
INPUT = RPM
CAST_LIGHT=1
INPUT_THRESHOLD = 5000
COLOR = 15,5,1,5
OFF_COLOR=10
BLINKING_DURATION=0
LAG=0.950

[EMISSIVE_...]
NAME=TREVV_?
INPUT = RPM
CAST_LIGHT=1
COLOR = 15,5,1,5
OFF_COLOR=0
LAG=0.950
INPUT = RPM
INPUT_THRESHOLD = 13450
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 10 ; sets frequency for blinking
TOGGLE_VISIBILITY = 1
[EMISSIVE_...]
NAME=OIL_?
COLOR=1,0,0,15
OFF_COLOR=0.4,0.4,0.4,10





[EMISSIVE_LIGHT_...]
NAME=LB_1
COLOR=1,1,1,7
OFF_COLOR=1,1,1,3
ACT_AS_HEADLIGHTS=1


[SHADER_REPLACEMENT_...]
MATERIALS = ducati_pv4r_cockpit
CULL_MODE = DOUBLESIDED


[EMISSIVE_HIGHBEAM_...] ; High Beam
NAME=text_blue
COLOR=0,0,10,1
LAG=0.1
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 1


[EMISSIVE_GEAR_N_...]
NAME=NEUTR
TOGGLE_VISIBILITY = 1
COLOR=0,17,0,3
BLINK_REPEAT = 1                ; just make it blink
BLINK_FREQENCY_HZ = 0.9         ; sets frequency for blinking
LAG=0.1

[EMISSIVE_GEAR_N_...]
NAME= CRANKER
TOGGLE_VISIBILITY = 1
COLOR=1,1,1,4
BLINK_REPEAT = 0                ; just make it blink
BLINK_FREQENCY_HZ = 0.6         ; sets frequency for blinking
LAG=0.1

[EMISSIVE_...] ; Warning Engine
NAME=Plane010
TOGGLE_VISIBILITY = 1
COLOR=20,4,0.1,3.5
INPUT=ENGINE_LIFE
INPUT_THRESHOLD = 700
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2


[EMISSIVE_TURNSIGNAL_LEFT_...] ; Interior Left Turnsignal
NAME=L_1    
COLOR=0,40,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0  
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 0

[EMISSIVE_TURNSIGNAL_RIGHT_...] ; Interior Right Turnsignal
NAME= R_1
COLOR=0,40,0
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
TOGGLE_VISIBILITY = 0


[EMISSIVE_ABS_0] ; Warning ABS Off
NAME=text_yellow
TOGGLE_VISIBILITY = 1
COLOR=5,0.5,0,2
LAG=0.2
[EMISSIVE_...]
NAME=GASSSER
TOGGLE_VISIBILITY = 1
COLOR=4,2,0,15
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2


[EMISSIVE_...]
NAME=CRANKER, text_red
BIND_TO=STALLED 
COLOR=40,3,2,0.4
LAG=0.5
TOGGLE_VISIBILITY = 1

[Material_PhotoelasticGlass]
Materials = EXT_GLASS
FilmIOR=1.8
PhotoelasticityMult = 0.6  ; doesn’t look good if too high
ThicknessMult = 1
BrightnessAdjustent = 0.5
ExtraLightsAdjustment = 1
; Ideally, there would be a texture for that, but we’re not going to draw
; all those textures for Kunos cars, so here are some parameters for perlin noise
; instead
PhotoelasticityBaseScale =0.08    ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.050  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.01   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 1   ; how many stripes are there
ProfileFix = 0



[Material_Glass]
Meshes = red_glass, reflector_rear,glass_yellowS
FilmIOR=1.1
ThicknessMult=0.4



[EXTRA_FX_EMISSIVE_...]
MESHES =LB_1, CRANKER, R_1, L_1, text_blue, text_yellow, NEUTR,  ENGBROKEY
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,1,1, 0.2              ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 4           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 200      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =          ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible

[EXTRA_FX]
MASK_GBUFFER =glass_HL, red_glass, glass_mirrors

; Rear Left Turnsignal 
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=Box010
COLOR=100,30,0,2
OFF_COLOR=50,50,80,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1

; Front Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME =MIRROR_LEFTIE
COLOR=100,30,0,2
OFF_COLOR=50,50,80,2
LAG=0
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE



[EMISSIVE_HIGHBEAM_...] ; Highbeam
NAME=EXT_LIGHTSS
COLOR=100,100,160,2
FALLBACK_HEADLIGHTS_COLOR = 100,100,160,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=EXTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0
RANGE = 0.4



[REFRACTING_HEADLIGHT_0...]
SURFACE =glass_mirrors
INSIDE =Bler
INSIDE_BULBS =Box010
ABSORPTION = 0
AMBIENT_MULT = 0.36
BASE_EMISSIVE_K = 0.01
BOUNCED_BACK_MULT = 0.34
BULB_BLUR_K = 2.2
BULB_COLOR = 1,0.99999,0.9999952
BULB_REFLECTION_K = 0.03
CUSTOM_BULB_0 = 0.747,0.422,0.035,0
CUSTOM_BULB_1 = 0.264,0.444,0.035,0
CUSTOM_BULB_2 = 0,0.279,0,0
CUSTOM_BULB_3 = 0,0,0,0
DIFFUSE_MAP_FILTER_MULT = 22.35
DIFFUSE_MAP_MULT = 0.14999999
DIRECTION = 0.021848487,-0.0728994,-0.99710006
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.52
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 39
F0 = 0.35
GLASS_COLOR = 0.5154043,0.5153527,0.5153527
GLASS_EMISSIVE_MULT = 0.24
GLASS_EXTRA_THICKNESS = 0.0062000058
INNER_SPECULAR = 3.9
INNER_SPECULAR_EXP = 132
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 0
MIRROR_DIR = 0.049002346,-0.0001432168,0.00016812608
MIRROR_POS = 0.07187843,0.6310921,1.764926
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.82
ORIGIN = 0.33756447,1.0462837,0.59878445
RADIUS = 0.0787
REFLECTIVENESS_DIFFUSE_MULT = 23.5
REFLECTIVENESS_MULT = 3.5
REFLECTIVE_GAMMA = 2
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1.5
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1
SYNC_EMISSIVE_AUTO=1



[REFRACTING_HEADLIGHT_1...]
SURFACE =Object003
INSIDE =reflector_mirrors
INSIDE_BULBS =MIRROR_LEFTIE
ABSORPTION = 0
AMBIENT_MULT = 0.36
BASE_EMISSIVE_K = 0.01
BOUNCED_BACK_MULT = 0.34
BULB_BLUR_K = 2.2
BULB_COLOR = 1,0.99999,0.9999952
BULB_REFLECTION_K = 0.03
CUSTOM_BULB_0 = 0.747,0.422,0.035,0
CUSTOM_BULB_1 = 0.264,0.444,0.035,0
CUSTOM_BULB_2 = 0,0.279,0,0
CUSTOM_BULB_3 = 0,0,0,0
DIFFUSE_MAP_FILTER_MULT = 22.35
DIFFUSE_MAP_MULT = 0.14999999
DIRECTION = 0.021848112,-0.072900765,-0.99711555
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.52
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 39
F0 = 0.35
GLASS_COLOR = 0.5154043,0.5153527,0.5153527
GLASS_EMISSIVE_MULT = 0.24
GLASS_EXTRA_THICKNESS = 0.0062000058
INNER_SPECULAR = 3.9
INNER_SPECULAR_EXP = 132
IOR = 1
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 0
MIRROR_DIR = -0.035337888,-0.0033995635,-0.033778504
MIRROR_POS = 0.081567764,0.63154984,1.7690983
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.82
ORIGIN = -0.32828522,1.047905,0.5833597
RADIUS = 0.0787
REFLECTIVENESS_DIFFUSE_MULT = 23.5
REFLECTIVENESS_MULT = 3.5
REFLECTIVE_GAMMA = 2
REFRACTION_MASKING = 0
SIDE_FALLOFF = 1.5
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1
SYNC_EMISSIVE_AUTO=1




[EXTRA_FX_EMISSIVE_...]
MESHES =
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,1,1,2.4             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 4           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 200      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =          ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible


[EMISSIVE_LIGHT_...]
NAME =led_HL
COLOR = 105,105,120,0.2
OFF_COLOR=105,105,120,0.2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=EXTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0
RANGE = 0.4

[EXTRA_FX_EMISSIVE_...]
MESHES =led_HL
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,1,1.2,2.4             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 4           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 200      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =          ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible

; Rear Left Turnsignal 
[EMISSIVE_TURNSIGNAL_LEFT_...] 
NAME=brakelight_l
COLOR=100,30,0,2
LAG=0.1
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1

; Front Right Turnsignal
[EMISSIVE_TURNSIGNAL_RIGHT_...] 
NAME = Object004
COLOR=100,30,0,2    
LAG=0
REPEAT_FREQENCY_HZ=2.6
SIMULATE_HEATING=0
LOCATION=NONE

[EXTRA_FX_EMISSIVE_...]
MESHES =Object004, brakelight_l
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,1,1,2.4             ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 4           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 200      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =          ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible

;DRL + BRAKE 
[EMISSIVE_BRAKE_...]
NAME=REAR_BRAKE
COLOR=50, 5, -10,1.5
OFF_COLOR = 50,5,-10,0
FALLBACK_HEADLIGHTS_COLOR = 50, 0, -10,0.6
FALLBACK_BRAKES_COLOR=50, 3, 0, 0.6
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking


[EMISSIVE_BRAKE_...]
NAME=LED_rear
COLOR=50, 5, -10,0.2
OFF_COLOR = 50,5,-10,0.2
FALLBACK_HEADLIGHTS_COLOR = 50, 0, -10,0.2
FALLBACK_BRAKES_COLOR=50, 3, 0, 0.2
LAG=0.1
SIMULATE_HEATING=0
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking
[EXTRA_FX_EMISSIVE_...]
MESHES =LED_rear, REAR_BRAKE
DIGITAL_INSTRUMENTS =   ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = 0.06          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 2,1,1,0.01            ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0            ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
EXTERIOR_ONLY = 0
INTERIOR_ONLY = 0
; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 0       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 1             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 4           ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 200      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 0      ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT =          ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY =        ; stop emissive if a mesh with given name is visible


[EMISSIVE_LIGHT_...] ; Highbeam
NAME=gauge
COLOR=100,100,100,0.03
OFF_COLOR = 100,100,100,0.01
LAG=0.2
SIMULATE_HEATING=0
LOCATION=EXTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0
RANGE = 0.4

[DI_DRIVEN_SESSION_...]
DIGITAL_ITEM = 6
DIGITAL_ITEM_NUMBER_FORMAT = 02.01
UPPER_BOUND = 999999

[DI_DRIVEN_TOTAL_...]
DIGITAL_ITEM = 7
DIGITAL_ITEM_NUMBER_FORMAT = 02.01
UPPER_BOUND = 999999



────────────────────── Lights Cast────────────────────────
[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
AMBIENT_INFLUENCE = 0.85
BOUND_EMISSIVE_MAX=500
BOUND_EXP=0.1
COLOR=1,1,1.2,3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.2, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=80
LOWBEAM_RANGE_MULT=0.9
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.133
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.5
OFF_MULT=0
OFF_POSITION=0, 0.52, 2
OFF_RANGE_MULT=0.3
POPUP_ENABLED=0
POSITION=, 0.199,0.7
RANGE=100
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=1
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.0
SECOND_SPOT_SKIP=0.0
SPECULAR_MULT=1ll
SPOT_EDGE=0.03, 0.03, 0.03
SPOT_EDGE_SHARPNESS=20
SPOT_SHARPNESS=0.1
SPOT_UP=0.02, 1, 0


[LIGHT_BRAKES]
COLOR=1, 0, 0, 3
POSITION=0, 0.4, -1 	
MIRROR=0.1		
DIRECTION=-0, -1,-1	


