;		Toyota GR Supra 'Edelweiss Sp.' produced by Daiki Naruse

; ========== Basics ==========

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

ExteriorGlassHeadlightsMaterials = Headlight_Cover, Glass_RED

;	Engine head cover paint

[Material_CarPaint_Metallic]
CarPaintMaterial = Engine_Painted
ColoredSpecular = 1
BaseSpecularColor = #86282E
FresnelMax = 0.7
FresnelC = 0.1
FlakesK = 2
BrightnessAdjustment = 0.7
SpecularBase = 0.3, 10
SpecularSun = 5, 3000
AmbientSpecular = 10
AmbientSpecularEXP= 10
ClearCoatThickness = 0.01
ClearCoatTint = 0.1, 0, 0.05

[LIGHTING]
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.2
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
LIT_MULT=1
SPECULAR_MULT=1

[BOUNCED_BRAKE_LIGHTS]
ACTIVE=1
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7

[BOUNCED_INTERIOR_LIGHT]
ACTIVE=1
DIRECTION=0, 1, -2
OFFSET=0, -1, 3
RANGE=3.2
RANGE_GRADIENT_OFFSET=0.9
SPOT=20
SPOT_SHARPNESS=0.9
MULT=1,1,1,0.5

; ========== Openable bonnet & trunk ==========

[ANIMATION_0]
FILE=car_hood.ksanim
TIME=2.5
INPUT=EXTRA_A

[ANIMATION_1]
FILE=car_trunk.ksanim
TIME=2.5
INPUT=EXTRA_B

[ANIMATION_2]
FILE=car_door_L.ksanim
TIME=1.5
INPUT=EXTRA_C

[ANIMATION_3]
FILE=car_door_R.ksanim
TIME=1.5
INPUT=EXTRA_D

; ========== 'Floating shadows' fix ==========

[SHADER_REPLACEMENT_...]
MATERIALS = ?
DOUBLE_FACE_SHADOW_BIASED = 1

; ========== PBR stuff ==========

[Material_Glass]
Materials = Glass_Paintable, A90_Black_Glass
FilmIOR = 2.5
ExtraLightsAdjustment = 0.7
Refraction = 0
Desaturate = 0
ThicknessMult = 0.25
EXTRA_MASK_PASS = 6
EXTRA_MASK_PASS_OPACITY = 6

[Material_Aluminium_v2]
Materials = STEER_METAL_AO, Int_Metal_AO
Smoothness = 0.8
Metalness = 0.8
Reflectance = 0.65
BrightnessAdjustment = 0.55
CubemapReflectionBlur = 0.5
PROP_22=pbReflectionBlurEnv, 0.5
HasDetailNormals=0

[Material_Aluminium_v2]
Materials = EXT_METAL_AO, MAK_chrome_NoAO, _R6_Chrome, _R6_AO_Chrome
Smoothness = 1
Metalness = 0.8
Reflectance = 0.7
BrightnessAdjustment = 0.3
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
HasDetailNormals=0

[Material_Aluminium_v2]
Materials = Chroome
Smoothness = 0.6
Metalness = 0.75
Reflectance = 0.6
BrightnessAdjustment = 0.8
CubemapReflectionBlur = 0.5
HasDetailNormals=1

[Material_Plastic_v2]
Materials = Int_Plastic_Satin_AO
BrightnessAdjustment = 0.15
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalBlend = 0.01
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials = Steer_Plastic_Satin
BrightnessAdjustment = 0.2
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalBlend = 0.4
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Plastic_v2]
Materials = EXT_Plastic, EXT_Plastic_SUB
BrightnessAdjustment = 0.2
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalBlend = 0.05
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1

[Material_Leather]
Materials = Int_Alcnt_AO, Int_Leather_AO
BrightnessAdjustment = 0.1
DetailTextureBlur = 5
DetailNormalBlend = -0.25
DetailScale = 50
Reflectance = 0.05
LocalReflectionsSharpness = 0.05
ApplyTilingFix=1

[Material_Leather]
Materials = Steer_Leather
BrightnessAdjustment = 0.35
DetailTextureBlur = 5
DetailNormalBlend = -0.25
DetailScale = 10
Reflectance = 0.05
LocalReflectionsSharpness = 0.05
ApplyTilingFix=1

; ========== Wipers ==========

[WIPERS_TRACE_0]
SURFACE= EXT_WINDOW, INT_WINDOW
WIPERS = WIPER_R_SUB4, WIPER_L_SUB4

; ========== Odometer and Trip ==========

[DI_DRIVEN_TOTAL_...]
DIGITAL_ITEM = 2
DIGITAL_ITEM_NUMBER_FORMAT = 000006.0
UPPER_BOUND = 999999

[DI_DRIVEN_SESSION_...]
DIGITAL_ITEM = 4
DIGITAL_ITEM_NUMBER_FORMAT = 00005.1
UPPER_BOUND = 99999.9

; ========== Emergency brake hazard lights ==========

[INSTRUMENTS]
HAZARDS_G_THRESHOLD = 1.5		; set G-force for hazards to turn on automatically on sudden braking
SPEED_FIX = 1				; use speed of powered wheels for speedometer
SPEED_LAG = 0.85				; speed lag for SPEED_FIX option
SPEED_LIMIT = 80  

; ========== Fancy headlight coverz ==========

[Material_PhotoelasticGlass]
Meshes = Headlight_Glass, Supra_TL_Glass
PhotoelasticityBaseScale = 3
PhotoelasticityNoiseScale = 0.07
PhotoelasticitySpotsScale = 0.5
PhotoelasticitySpotsOffset = 0
PhotoelasticityStripesScale = 20
ProfileFix = 0.05

[EXTRA_FX]
MASK_GBUFFER = Headlight_Glass, Supra_TL_Glass

; ========== Emissive stuff ==========

[EXTRA_FX_EMISSIVE_...]
MESHES = Icons, Steer_Icons, Lowbeam_IND, Park_LGT, Highbeam_IND, Fog_LGT_IND, Aircon_Cold, Aircon_Warm, E_Brake
RANGE = 0.05
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 0		; show up for exterior views only
EMISSIVE_TWEAK = 3		; 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 = 6			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = shift_00, shift_01, shift_02, shift_03, shift_04, shift_05, shift_06, shift_07
RANGE = 0.2
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 0		; show up for exterior views only
EMISSIVE_TWEAK = 1.5		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_...]
MESHES = RADIO
RANGE = 0.1
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 0		; show up for exterior views only
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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_...]
MESHES = Supra_Logo_DoorstepsL, Supra_Logo_DoorstepsR
RANGE = 0.2
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 0		; show up for exterior views only
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 = 0			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_...]
MESHES = Int_Dash_Display, RPM_Gauge, Android_Screen
RANGE = 0.1
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 0		; show up for exterior views only
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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = Int_Turn_R, Int_Turn_L, hazard_button
RANGE = 0.05
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 0		; show up for exterior views only
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 = 12			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = HL_Corner, TL_Corners
RANGE = 0.05
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 6		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 1	; set to 1 to use COLOR and emissive color only
COLOR= 1, 0.3, 0
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = Fog_R_Center, Fog_R_Side, Supra_Reverse, Supra_3rd_Brake
RANGE = 0.3
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 6		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 1	; set to 1 to use COLOR and emissive color only
COLOR= 1, 0.3, 0
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = TL_Center, TL_Brake_L, TL_Brake_R
RANGE = 0.05
DIRECTED = 0.5			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 25		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = Supra_Lowbeam, Supra_Highbeam
RANGE = 0.05
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 6		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = Plate_LGT
RANGE = 0.3
DIRECTED = 1			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 12		; 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 = 25			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_...]
MESHES = Supra_DRL_R, Supra_DRL_L
RANGE = 0.05
DIRECTED = 0.5			; set for 0 for point light and 1 for directed light, or to something in-between (by default guessed based on mesh shape)
INTERIOR_ONLY = 0		; show up for interior views only
EXTERIOR_ONLY = 1		; show up for exterior views only
EMISSIVE_TWEAK = 6		; 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 = 12			; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0	; set to 1 to use COLOR and emissive color only
COVERAGE = 3			; 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 = 100		; 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 = 		; set to something above 0 to weld vertices within that distance before splitting elements
NORMAL_SHIFT = 0		; increase to move light producing samples away from surface along normals (use it if surroundings are too dark)
COVERED_BY =			; stop emissive if a mesh with given name is visible

[EMISSIVE_...]   
NAME=Icons
COLOR=2,2,2,5
CAST_LIGHT=1

[EMISSIVE_...]   
NAME=RPM_Gauge
COLOR=2,2,2,5
CAST_LIGHT=1

[EMISSIVE_...]   
NAME=Int_Dash_Display
COLOR=2,2,2,5
CAST_LIGHT=1

[EMISSIVE_...]   
NAME=Steer_Icons
COLOR=2,2,2,5
CAST_LIGHT=1

[EMISSIVE_GEAR_N_0]
NAME=HL_Corner
COLOR=5,5,8,10
CAST_LIGHT=1

[EMISSIVE_GEAR_N_1]
NAME=TL_Corners
COLOR=8,2,0,10
CAST_LIGHT=1

[EMISSIVE_GEAR_N_2]
NAME=Park_LGT
COLOR=0,10,0,5
CAST_LIGHT=1
TOGGLE_VISIBILITY=1

[EMISSIVE_EXTRA_E_0]
NAME=Fog_R_Center
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
COLOR=15,2,0,5
CAST_LIGHT=1

[EMISSIVE_EXTRA_E_1]
NAME=Fog_R_Side
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
COLOR=15,2,0,5
CAST_LIGHT=1

[EMISSIVE_EXTRA_E_2]
NAME=Fog_LGT_IND
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
COLOR=20,7,5,5
CAST_LIGHT=1
TOGGLE_VISIBILITY=1

[EMISSIVE_HANDBRAKE_...]
NAME=E_Brake
COLOR=20,5,5,5
Cast_Light=1
TOGGLE_VISIBILITY=1

[EMISSIVE_HAZARD_...]
NAME=hazard_button
COLOR=15, 0, 0, 5
Cast_Light=1

[EMISSIVE_...]
NAME=Supra_Lowbeam
COLOR=12, 12, 15, 15
LOCATION=FRONT
BIND_TO=LIGHT

[EMISSIVE_...]
NAME=Plate_LGT
COLOR=12, 12, 15, 15
LOCATION=REAR
BIND_TO=LIGHT

[EMISSIVE_...]   
NAME=Lowbeam_IND
COLOR=0,10,0,5
BIND_TO=LIGHT
CAST_LIGHT=1
TOGGLE_VISIBILITY=1

[SelfLight_Headlights]
POSITION=0, 0.6, 1.67
DIRECTION= 0, 0, 1
BOUND_TO=Supra_Lowbeam
SPOT=60
MIRROR=0.72
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[SelfLight_Headlights]
POSITION=0, 0.6, 1.7
DIRECTION= 0, 0, 1
BOUND_TO=Supra_Lowbeam
SPOT=60
MIRROR=0.65
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[SelfLight_Headlights]
POSITION=0, 0.6, 1.74
DIRECTION= 0, 0, 1
BOUND_TO=Supra_Lowbeam
SPOT=60
MIRROR=0.58
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BIND_TO_HEADLIGHTS=1
ACT_AS_HEADLIGHTS=1
ONLY_WITH_HEADLIGHTS=1
BOUND_EMISSIVE_MAX=250
BOUND_EXP=0.1
LAG=0
OFF_COLOR=0, 0, 0
COLOR=10, 10, 11, 0.5
DIFFUSE_CONCENTRATION=0.7
DIRECTION=0, 0, 1
INTERIOR_ONLY=0
EXTERIOR_ONLY=0
FADE_AT=200
FADE_SMOOTH=50
LOWBEAM_RANGE_MAX=150
LOWBEAM_RANGE_MULT=1
LOWBEAM_RANGE_ONCOMING_MULT=0.5
MIRROR=0.66
MIRROR_DIRECTION=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.61
OFF_MULT=0
OFF_POSITION=0, 0.58, 1.65
OFF_RANGE_MULT=0.3
POPUP_ENABLED=0
POSITION=0, 0.58, 1.65
RANGE=150
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=80
SECOND_SPOT_INTENSITY=0.5
SECOND_SPOT_RANGE=60
SECOND_SPOT_SHARPNESS=0
SECOND_SPOT_SKIP=0
SPECULAR_MULT=6
SPOT=60
SPOT_EDGE=0.021, 0.02, 0.02
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.05, 1, 0

; ======== High beam ========

[EMISSIVE_...]   
NAME=Supra_Highbeam
COLOR=12, 12, 15, 15
BIND_TO = HIGHBEAM
CAST_LIGHT=1
ACT_AS_HIGHBEAM=1

[SelfLight_Headlights]
POSITION=0, 0.525, 1.625
DIRECTION= 0, 0, 1
BOUND_TO=Supra_Highbeam
SPOT=80
MIRROR=0.7
RANGE_GRADIENT_OFFSET=0
RANGE=0.75
COLOR=7, 7, 8, 7

[SelfLight_Headlights]
POSITION=0, 0.55, 1.68
DIRECTION= 0, 0, 1
BOUND_TO=Supra_Highbeam
SPOT=60
MIRROR=0.72
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[SelfLight_Headlights]
POSITION=0, 0.55, 1.71
DIRECTION= 0, 0, 1
BOUND_TO=Supra_Highbeam
SPOT=60
MIRROR=0.65
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[SelfLight_Headlights]
POSITION=0, 0.55, 1.75
DIRECTION= 0, 0, 1
BOUND_TO=Supra_Highbeam
SPOT=60
MIRROR=0.58
RANGE_GRADIENT_OFFSET=0
RANGE=0.5
COLOR=7, 7, 8, 15

[EMISSIVE_...]   
NAME=Highbeam_IND
COLOR=0, 0, 10, 15
BIND_TO = HIGHBEAM
CAST_LIGHT=1
ACT_AS_HIGHBEAM=1
TOGGLE_VISIBILITY=1

; ======== Plate light ========

[LIGHT_LICENSEPLATE]
MESHES=PLATE_R
OFFSET=0.035, 0.02, -0.005
RANGE=0.4
RANGE_GRADIENT_OFFSET=0
SPOT=170
SPOT_SHARPNESS=0
COLOR=1, 1, 1.5 ,15
LAYOUT=TWO_ON_TOP

; ======== Blinkers ========

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=Int_Turn_R
COLOR=0,10,0,2
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=Supra_DRL_R
COLOR=10,5,0,7
OFF_COLOR=0,0,0,2
FALLBACK_BASE_COLOR=5,5,6,7
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=Turn_R_Side
COLOR=10,5,0,15
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=TL_Brake_R
COLOR=30,5,0
FALLBACK_BRAKES_COLOR=60,10,0
FALLBACK_HEADLIGHTS_COLOR=30,5,0
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=Int_Turn_L
COLOR=0,10,0,2
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1
TOGGLE_VISIBILITY = 1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=Supra_DRL_L
COLOR=10,5,0,7
OFF_COLOR=0,0,0,2
FALLBACK_BASE_COLOR=5,5,6,7
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=Turn_L_Side
COLOR=10,5,0,15
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=TL_Brake_L
COLOR=30,5,0
FALLBACK_BRAKES_COLOR=60,10,0
FALLBACK_HEADLIGHTS_COLOR=30,5,0
BLINK_FREQENCY_HZ=1.4
CAST_LIGHT=1

[EMISSIVE_REVERSE_0]
NAME=Supra_Reverse
COLOR=15, 15, 16, 5
CAST_LIGHT=1

; ========== Brake discs ==========

[BRAKEDISC_FX]
ACTIVE = 1				; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
DEBUG = 0
CARVED = 1				; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 75			; increase to make more lines
GLOW_OFFSET = 1

[BRAKEDISC_FX_FRONT]
DISC_RADIUS = 0.183
DISC_INTERNAL_RADIUS=0.12
CERAMIC = 0

[BRAKEDISC_FX_REAR]
DISC_RADIUS = 0.175
DISC_INTERNAL_RADIUS=0.115
CERAMIC = 0

[EXHAUST_FLAMES]
ANTILAG=0
ANTILAG_DELAY=0.2
ANTILAG_INTENSITY=1
ANTILAG_INTERVAL_MAX=0.1
ANTILAG_INTERVAL_MIN=0.05
ANTILAG_TURBO_THRESHOLD=0.1
DAMAGE=0
DAMAGE_DURATION=0.05
DAMAGE_INTENSITY=1
DAMAGE_PROBABILITY=1
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0
DISCHARGE_DELAY=0.25
DISCHARGE_DURATION=0.05
DISCHARGE_INTENSITY=0.5
DISCHARGE_PROBABILITY=0.75
DISCHARGE_RPM_THRESHOLD_MAX=8500
DISCHARGE_RPM_THRESHOLD_MIN=6500
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=75
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.25
FLAT_SHIFT_DURATION=0.05
FLAT_SHIFT_GAS_THRESHOLD=1
FLAT_SHIFT_INTENSITY=0.1
FLAT_SHIFT_PROBABILITY=0.5
FLAT_SHIFT_RPM_THRESHOLD=5500
LIMITER=1
LIMITER_DELAY=0
LIMITER_INTENSITY=1
LIMITER_RPM_THRESHOLD=7000

; ========== Dashboard radio ==========

[CAR_STEREO_...]

MESHES = RADIO

RESOLUTION = 512, 512
DISPLAY_POS = 0.125, 0.125
DISPLAY_SIZE = 512, 384
COLOR = '#FFFFFF'
BACKGROUND = 0, 0, 0
FONT = digital_mid

TEXT_0 = "{Artist} - {Track}"
TEXT_0_NOALBUM = "{Artist} - {Track}"
TEXT_0_NOARTIST = "{Track}"
TEXT_0_FALLBACK = "FM{Random:1,4} {Random:80,120}.{Random}"
TEXT_0_ALIGN = CENTER
TEXT_0_START = 26, 20
TEXT_0_LETTER = 50, 96
TEXT_0_LETTERS_LIMIT = $" floor((512 - 26 * 2) / 48) "

TEXT_1 = "{Time:%p %I:%M}"
TEXT_1_ALIGN = CENTER
TEXT_1_START = 26, 125
TEXT_1_LETTER = 24, 32
TEXT_1_LETTERS_LIMIT = 8

ICON_0 = @SOURCE
ICON_0_FALLBACK = FM
ICON_0_START = 240, 125
ICON_0_SIZE = 32, 32

ANIMATION_0 = 10, 10
ANIMATION_0_START = 100, 100
ANIMATION_0_BLOCK = 25, 15
ANIMATION_0_MARGIN = 8, 8
ANIMATION_0_BASE_ROW = BOTTOM

; ========== END OF THE FILE ==========