[INCLUDE: common/custom_emissive.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_license_plate.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE]
INCLUDE=common/no_popup_lights.ini
[INCLUDE: refaction.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]

[DATA] 
DISABLE_LIGHTSINI = 1
DisableDev = 1 

[BASIC]
IS_LOW_BEAM_AVAILABLE = 1

[BOUNCED_INTERIOR_LIGHT]
MULT = 3

[BOUNCED_BRAKE_LIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.7
GRADIENT_OFFSET=0.8
MULT=1, 1, 1, 1
OFFSET=7


[SHADER_REPLACEMENT_...]
MATERIALS=PlasticExtBlack,Plastic_Black,BaseCarPaint,dashleather,plastic-3,alcantara2,alcantara,plastic-2,redGlass,plastic-air,black,
DOUBLE_FACE_SHADOW_BIASED = 1

[Material_Plastic]
Materials = PlasticExtBlack,Plastic_Black
BrightnessAdjustment = 0.03
Smoothness = .5
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
CubemapReflectionBlur = 0.075
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearcoatThickness = 0.2
ClearCoatIntensity = .6
OcclusionMap = 0.775,1

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
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

[*SHADOWED_TYRES]
ANGLE = 20
EXTRA_AMBIENT_BRIGHTNESS = 0.15
OFFSET = 0.01
WIDTH = 0.10
OPACITY = 1.0

[LIGHTING] ; Standard Config
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.9
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

[BASIC]
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.001
HEADLIGHTS_ARE_HEADLIGHTS=1
HORN_AS_SIREN=0
IS_LOW_BEAM_AVAILABLE=1
LIGHT_DAMAGE_SPEED_MAX=120
LIGHT_DAMAGE_SPEED_MIN=80
STOP_LODS_ADJUSTMENT=0
TURNING_LIGHTS_REPEAT=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

[BRAKEDISC_FX]
ACTIVE = 0   
REFRESH = 0          ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0         ; use ceramic look
CARVED = 30              ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 10  ; increase to make more lines
GLOW_OFFSET = 0.5   ; 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 = 0.08
DISC_RADIUS = 0.01
ALPHA_MASK = 0.012, 0.07
LUMINOCITY_MASK = 0.1 0.3
WEAR_FORCE = 0.6

[EXHAUST_FLAMES]
ANTILAG=0 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.2 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=3 ; flame size
ANTILAG_INTERVAL_MAX=7000
ANTILAG_INTERVAL_MIN=4000
ANTILAG_TURBO_THRESHOLD=0.2
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0.8 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.2 ; delay after throttle lift
DISCHARGE_DURATION=1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=2; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7600 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=7000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=70 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=2 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=7400
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=1 ; delay, in seconds
LIMITER_INTENSITY=3 ; flame size
LIMITER_RPM_THRESHOLD=7550 ; limiter flames will not shoot below this rpm


[EMISSIVE_EXTRA_D_3] 
BIND_TO_EXTRA_D=1
BIND_TO_HEADLIGHTS=0
NAME =Plate.002,Plate.001
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.01
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1


[EMISSIVE_EXTRA_E_2] 
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME = Plane.003_SUB0,Plane.015_SUB1.001,Plane.015_SUB0,Plane.015_SUB1,Plane.001_SUB0,Plane.015_SUB1.003,Plane.002_SUB0,Plane.015_SUB1.002
COLOR=0,0,0
OFF_COLOR = 0,0,1,1
LAG = 0.00
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1

[EMISSIVE_EXTRA_E_3] 
BIND_TO_EXTRA_E=1
BIND_TO_HEADLIGHTS=0
NAME = Circle.010,Plane.002_SUB1.003,Circle.011,Plane.002_SUB1.004,Circle.008,Plane.002_SUB1.001,Circle.009,Plane.002_SUB1.002
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.00
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1


[EMISSIVE_EXTRA_G_3] 
BIND_TO_EXTRA_G=1
BIND_TO_HEADLIGHTS=0
NAME = AntenBlack,RB1_Chrome.002,RB1_Chrome.003,RB1_Chrome.001,RB1_Chrome.004
COLOR=0,0,1,1
OFF_COLOR = 0,0,0
LAG = 0.00
SIMULATE_HEATING = 0
LOCATION =FRONT
ACT_AS_HEADLIGHTS = 0
TOGGLE_VISIBILITY=1
TOGGLE_VISIBILITY_INVERSE=1



[SHAKING_EXHAUST_2]
MESHES = 233_T, HKS_EXHAUST.001
POINT_0 = -0.34, 0.05, -0.200
POINT_0_RADIUS = 1
POINT_0_EXP = 0.01
POINT_0_SCALE = 0.4, 0.4, 0.4



------------------------ANALOG


[ANALOG_INDICATOR_...]
BIND_TO=RPM
NAME=ARROW_RPM
ZERO=0.000
MIN_VALUE=0
LUT=(0=0|1000=23|2000=54|6500=198|8000=243)
INPUT_LAG_UP = 0.75
INPUT_LAG_DOWN = 0.85

[ANALOG_INDICATOR_...]
BIND_TO=WATER_TEMPERATURE
NAME=ARROW_WHATERTEMP
INPUT_MAX = 120
ZERO=0
STEP=1
LUT = (60 = 0|90=45|120=91)


[ANALOG_INDICATOR_...]
BIND_TO=FUEL
NAME=ARROW_FUEL
MIN_VALUE=0
MAX_VALUE=66
INPUT_LAG_UP=0
INPUT_LAG_DOWN=0
LUT=(0=0|65=-93)	

------------------------lights

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_TO=HighBeam
BOUND_EMISSIVE_MAX=1
BOUND_EXP=1
COLOR=255,200,100, 0.04
DIFFUSE_CONCENTRATION=0.9
DIRECTION=0, 0.2, 1
EXTERIOR_ONLY=0
FADE_AT=45
FADE_SMOOTH=1
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=160
LOWBEAM_RANGE_MULT=0.6
LOWBEAM_RANGE_ONCOMING_MULT=0.6
MIRROR=0.583
MIRROR_DIRECTION=1
POPUP_ENABLED=0
POSITION= 0, 0.5, 2.03
RANGE=130
RANGE_GRADIENT_OFFSET=0.2
SINGLE_FREQUENCY=1
SPECULAR_MULT=1
SPOT=60
SPOT_EDGE=0.001, 0.002, 0.01
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.01, 0.2, -0.002

[LIGHT_HEADLIGHT_1]
AFFECTS_TRACK=1
BOUND_TO=HighBeam
BOUND_EMISSIVE_MAX=1
BOUND_EXP=1
COLOR=255,200,100, 0.04
DIFFUSE_CONCENTRATION=0.9
DIRECTION=0, -0.1, 1
EXTERIOR_ONLY=0
FADE_AT=45
FADE_SMOOTH=200
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=160
LOWBEAM_RANGE_MULT=0.7
LOWBEAM_RANGE_ONCOMING_MULT=0.6
MIRROR=
MIRROR_DIRECTION=1
POPUP_ENABLED=0
POSITION=0.639, 0.594, 1.9
RANGE=130
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=1
SPECULAR_MULT=1
SPOT=55
SPOT_EDGE=0.010, 0.012, 0.014
SPOT_EDGE_SHARPNESS=80
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0

[LIGHT_HEADLIGHT_2]
AFFECTS_TRACK=1
BOUND_TO=LightChromeR2.001
BOUND_EMISSIVE_MAX=1
BOUND_EXP=1
COLOR=10,10,11,2
DIFFUSE_CONCENTRATION=0.9
DIRECTION=0, -0.1, 1
EXTERIOR_ONLY=0
FADE_AT=45
FADE_SMOOTH=200
INTERIOR_ONLY=0
MIRROR=.60
MIRROR_DIRECTION=1
POPUP_ENABLED=0
POSITION=0, 0.594, 2.3
RANGE=200
RANGE_GRADIENT_OFFSET=0
SINGLE_FREQUENCY=1
SPECULAR_MULT=1
SPOT=25
SPOT_EDGE=0.010, 0.012, 0.014
SPOT_EDGE_SHARPNESS=80
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0

[EMISSIVE_EXTRA_C_...]
NAME=Plane.005
BIND_TO_HEADLIGHTS=1
COLOR=5,5,5, .3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[LIGHT_EXTRA_...] 
BIND_TO_HEADLIGHTS=0    ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_C=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=5,5,7,1
LAG=0.8
SIMULATE_HEATING=1
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT= 50
FADE_SMOOTH= 100
MIRROR=0
POSITION=0,1.2,.2 ;links hoch vor
DIRECTION=0,-1,0
RANGE=1.4
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=.1
SPOT=160
SPOT_SHARPNESS=0.1
VOLUMETRIC_LIGHT=1


[LIGHT_EXTRA_...] 
BIND_TO_HEADLIGHTS=0    ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_C=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=5,5,7,1
LAG=0.8
SIMULATE_HEATING=1
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT= 50
FADE_SMOOTH= 100
MIRROR=0
POSITION=0,1.2,-0.8 ;links hoch vor
DIRECTION=0,-1,0
RANGE=1.4
RANGE_GRADIENT_OFFSET=0
SPECULAR_MULT=.1
SPOT=160
SPOT_SHARPNESS=0.1
VOLUMETRIC_LIGHT=1


[EMISSIVE_HIGHBEAM_...]
;low beam base sprite 4000k
BIND_TO_HEADLIGHTS=0
NAME= LightChromeR2.001
COLOR=200,210,255, 0.5
LAG=0
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5
ACT_AS_HEADLIGHT=0

[EMISSIVE_LIGHT_...]
NAME = HighBeam
COLOR = 255,250,200, 1 
LAG = 0.0
SIMULATE_HEATING = 0
LOCATION = FRONT
ACT_AS_HEADLIGHTS = 1
TOGGLE_VISIBILITY = 0
CAST_LIGHT=1
AFFECTS_TRACK=1

[EMISSIVE_LIGHT_...]
NAME = RerlDashboard.005
COLOR = 2,2,5, .5
LAG = 0.5
SIMULATE_HEATING = 0
LOCATION = FRONT
ACT_AS_HEADLIGHTS = 1
TOGGLE_VISIBILITY = 0
CAST_LIGHT=1

[EMISSIVE_LIGHT_...]
NAME = Circle.003,Circle.001,Circle.007,Circle.005
COLOR = 5,2,0, .7
LAG = 0.5
SIMULATE_HEATING = 0
LOCATION = FRONT
ACT_AS_HEADLIGHTS = 1
TOGGLE_VISIBILITY = 0
CAST_LIGHT=1



[EMISSIVE_LIGHT_...]
NAME = LightInsideR
COLOR = 200,200,255, .1
LAG = 0.5
SIMULATE_HEATING = 0
LOCATION = FRONT
ACT_AS_HEADLIGHTS = 1
TOGGLE_VISIBILITY = 0
CAST_LIGHT=1
AFFECTS_TRACK=1

[LIGHT_LICENSEPLATE]
ACTIVE = 1
MESHES = Plate.001
COLOR=25,25,32, .23 
OFFSET=-0.001, 0.04, -0.01
RANGE=0.4
RANGE_GRADIENT_OFFSET=0.2
SPOT=165
SPOT_SHARPNESS=0.0
LAYOUT=TWO_ON_TOP

[EMISSIVE_BRAKE_...]
NAME=LightInside.001
CHANNEL=0
COLOR=100,10,0,10
FALLBACK_HEADLIGHTS_COLOR =100,10,0,2
LAG=0.5
SIMULATE_HEATING=1
LOCATION=REAR

[EMISSIVE_EXTRA_B_...]
NAME=LightInside.002
CHANNEL=0
COLOR=100,10,0,10
LAG=0.5
SIMULATE_HEATING=1
LOCATION=REAR

[EMISSIVE_EXTRA_A_...]
NAME=LightInsideR.001
CHANNEL=0
COLOR=200,210,255, 0.2
LAG=0.5
SIMULATE_HEATING=1
LOCATION=FRONT


[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = TurnLeft
COLOR = 5, 1, 0, 45
CAST_LIGHT = 0
TOGGLE_VISIBILITY = 1
LAG=0.1


[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = TurnRight.001
COLOR = 5, 1, 0, 45
Cast_Light = 0
TOGGLE_VISIBILITY = 1
LAG=0.1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = Plane.013
COLOR = 5, 1, 0, 45
CAST_LIGHT = 0
TOGGLE_VISIBILITY = 1
LAG=0.1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = Plane.011
COLOR = 5, 1, 0, 45
Cast_Light = 0
TOGGLE_VISIBILITY = 1
LAG=0.1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = TurnLeft.001
COLOR = 5, 1, 0, 45
CAST_LIGHT = 0
TOGGLE_VISIBILITY = 1
LAG=0.1


[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = TurnRight
COLOR = 5, 1, 0, 45
Cast_Light = 0
TOGGLE_VISIBILITY = 1
LAG=0.1

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME = RerlDashboard.014
COLOR = 0, 1, 0, 45
CAST_LIGHT = 0
TOGGLE_VISIBILITY = 1
LAG=0.1
INTERIOR_ONLY = 1

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME = RerlDashboard.013
COLOR = 0, 1, 0, 45
CAST_LIGHT = 0
TOGGLE_VISIBILITY = 1
LAG=0.1
INTERIOR_ONLY = 1


[EMISSIVE_REVERSE_...] ; Reverse Lights
NAME = LightInside.003    
COLOR = 50,50,50,5      
LAG = 0.1                  
SIMULATE_HEATING = 0       
LOCATION = REAR             
ACT_AS_HEADLIGHTS = 0

[EMISSIVE_...]
NAME= stop
BIND_TO=STALLED 
COLOR=4,1 ,1 , 5
LAG=0.3

[EMISSIVE_HANDBRAKE_0]
NAME=hbrake
TOGGLE_VISIBILITY = 0
COLOR=20,0,0, 4
LAG=0.2

[EMISSIVE_HAZARD_3]
NAME = NotEmessiveIntNew.001,piece_32.001
COLOR = 220,0,0,0.1
OFF_COLOR= 0,0,0
LAG=0.7
FALLBACK_HEADLIGHTS_COLOR = 0,0,0
CAST_LIGHT = 0

[EMISSIVE_LIGHT_...]
NAME=NotEmessiveIntNew,NotEmessiveIntNew.002,EcuControllerGHOST.001
BIND_TO_HEADLIGHTS=1
COLOR=5,1.2,.2,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_...]
NAME=lowbeam
BIND_TO_HEADLIGHTS=1
COLOR=2,20,2, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_EXTRA_A_...]
NAME=ffog
BIND_TO_HEADLIGHTS=1
COLOR=5,5,5, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_EXTRA_B_...]
NAME=rfog
BIND_TO_HEADLIGHTS=1
COLOR=5,1,1, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_HIGHBEAM_...]
NAME=highbeam
COLOR=0,0,10, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_BRAKE_...]
NAME=Extra.011
CHANNEL=0
COLOR=100,10,0,10
LAG=0.5
SIMULATE_HEATING=1
LOCATION=REAR

[EMISSIVE_...]
NAME=fuel
TOGGLE_VISIBILITY = 1
COLOR=40,12,0, .5
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2


[EMISSIVE_LIGHT_...]
NAME=panel.007,Pioneer.003
COLOR=0,.3,5,10
OFF_COLOR=0,.3,5,2
LAG=0.01
LOCATION=FRONT
SIMULATE_HEATING=1
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
TOGGLE_VISIBILITY=0

[REFRACTING_HEADLIGHT_...]
SURFACE = Extra.003
INSIDE = Extra.010
INSIDE_BULBS=Extra.011
SYNC_EMISSIVE_AUTO= 1




ABSORPTION = 0.001
AMBIENT_MULT = 0.51
BASE_EMISSIVE_K = 0.09
BOUNCED_BACK_MULT = 0.5
BULB_BLUR_K = 1.8
BULB_COLOR = 1,0,0
BULB_REFLECTION_K = -0.44
CUSTOM_BULB_0 = 0.416,0.57,0.289,0.04
CUSTOM_BULB_1 = 0.342,0.682,0,0.073
CUSTOM_BULB_2 = 0.5,0.219,0.265,0
CUSTOM_BULB_3 = 0.573,0.732,0.086,0
DIFFUSE_MAP_FILTER_MULT = 10
DIFFUSE_MAP_MULT = 0
DIRECTION = 4.4703356e-07,3.8882607e-08,1
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.02
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 376
F0 = 0.3
GLASS_COLOR = 1,0.020756,0
GLASS_EMISSIVE_MULT = 0.44
GLASS_EXTRA_THICKNESS = 0.0062000058
INNER_SPECULAR = 0.7
INNER_SPECULAR_EXP = 0
IOR = 2.5
IOR_FLYOUT_FLAT = 0.54
LOD_BIAS = -2
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 0
MIRROR_DIR = 1,8e-06,-8e-05
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0.14
NM_SHARE_INT = 0.13
ORIGIN = 0,1.068,-2.4112701
RADIUS = 0.20360026
RAYTRACE_STEP_INCREASE = 1
RAYTRACE_STEP_START = 0
REFLECTIVENESS_DIFFUSE_MULT = 4.3
REFLECTIVENESS_MULT = 4.4
REFLECTIVE_GAMMA = 1.6
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.06
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1

[REFRACTING_HEADLIGHT_...]
SURFACE = Plane.012
INSIDE = Plane.014
INSIDE_BULBS=Plane.013
SYNC_EMISSIVE_AUTO= 1



ABSORPTION = 0.022
AMBIENT_MULT = 0.58
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.55
BULB_BLUR_K = 4
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.398,0.383,0.081,0
CUSTOM_BULB_1 = 1,0.416,0.107,0
CUSTOM_BULB_2 = 0,0,0,0
CUSTOM_BULB_3 = 0,0,0,0
DIFFUSE_MAP_FILTER_MULT = 2.45
DIFFUSE_MAP_MULT = 0.524
DIRECTION = -1,0,0
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.34
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 298
F0 = 0.6
GLASS_COLOR = 1,0.5000001,0
GLASS_EMISSIVE_MULT = 0.23
GLASS_EXTRA_THICKNESS = 0.0066000125
INNER_SPECULAR = 0.2
INNER_SPECULAR_EXP = 110
IOR = 1.27
IOR_FLYOUT_FLAT = 0.54
LOD_BIAS = 2
MIRROR_2_AS_5 = 1
MIRROR_3_AS_4 = 0
MIRROR_DIR = 1,7e-06,-8e-05
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0.41
NM_SHARE_INT = 0.31
ORIGIN = 1.35,0.668,0.98
RADIUS = 0.03860005
RAYTRACE_STEP_INCREASE = 1
RAYTRACE_STEP_START = 0
REFLECTIVENESS_DIFFUSE_MULT = 6.4
REFLECTIVENESS_MULT = 8
REFLECTIVE_GAMMA = 1.5
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.31
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1



[REFRACTING_HEADLIGHT_...]
SURFACE = Plane.007
INSIDE = Plane.010
INSIDE_BULBS=Plane.011
SYNC_EMISSIVE_AUTO= 1



ABSORPTION = 0.022
AMBIENT_MULT = 0.58
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.55
BULB_BLUR_K = 4
BULB_REFLECTION_K = 1
CUSTOM_BULB_0 = 0.398,0.625,0.081,0
CUSTOM_BULB_1 = 1,0.617,0.107,0
CUSTOM_BULB_2 = 0,0,0,0
CUSTOM_BULB_3 = 0,0,0,0
DIFFUSE_MAP_FILTER_MULT = 2.45
DIFFUSE_MAP_MULT = 0.524
DIRECTION = 1,0,0
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 0.34
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 298
F0 = 0.6
GLASS_COLOR = 1,0.5000001,0
GLASS_EMISSIVE_MULT = 0.23
GLASS_EXTRA_THICKNESS = 0.0066000125
INNER_SPECULAR = 0.2
INNER_SPECULAR_EXP = 110
IOR = 1.27
IOR_FLYOUT_FLAT = 0.54
LOD_BIAS = 2
MIRROR_2_AS_5 = 1
MIRROR_3_AS_4 = 0
MIRROR_DIR = -1,7e-06,-8e-05
MIRROR_POS = 0,0,0
NM_SHARE_EXT = 0.41
NM_SHARE_INT = 0.31
ORIGIN = -0.951,0.668,0.98
RADIUS = 0.03860005
RAYTRACE_STEP_INCREASE = 1
RAYTRACE_STEP_START = 0
REFLECTIVENESS_DIFFUSE_MULT = 6.4
REFLECTIVENESS_MULT = 8
REFLECTIVE_GAMMA = 1.5
REFRACTION_MASKING = 0
SIDE_FALLOFF = 2.31
USE_COLORED_BULBS = 1
USE_CUSTOM_BULBS = 1
USE_NORMAL_ALPHA = 1

[LIGHT_EXTRA_...] 
BIND_TO_HEADLIGHTS=0    ; lightcone Foglight_L for players car only
BIND_TO_EXTRA_A=1   ; if "1" on/off with "Alt+NUMPAD7" for players car only;
COLOR=200,210,255, 0.13
LAG=0.8
SIMULATE_HEATING=1
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT= 100
FADE_SMOOTH= 80
MIRROR=.7
POSITION=0.0,.3   ,2.5
DIRECTION=0,-1,0.5
RANGE=15
RANGE_GRADIENT_OFFSET=0.1
SPECULAR_MULT=1
SPOT=160
SPOT_SHARPNESS=0
VOLUMETRIC_LIGHT=1


--------------------animations

[ANIMATION_...]
BIND_TO_EXTRA_F = 1           
FILE = antena.ksanim    
TIME = 2                  
INPUT_AS_PROGRESS = 0       
LOOP_WHILE_ACTIVE = 0                                           
LOOP_KEEP_UNTIL_DONE = 1                      
TICK_TOCK_MODE = 0                                     
AFFECTS_INTERIOR_SHAPE = 0

-------------- AUDIO -------------

[AUDIO_PROPERTIES]
TURBO_THROTTLE = 0

[AUDIO_VOLUME]
BACKFIRE_INT=1.0
BACKFIRE_EXT=1.0
BODYWORK=0.0
DIRT=1.0
DOWN_SHIFT=1.0
ENGINE_EXT=3.3
ENGINE_INT=1.25
GEAR_EXT=0.0
GEAR_GRIND=0.0
GEAR_INT=0.0
HORN=1.0
LIMITER=1.0
TRACTION_CONTROL_EXT=0
TRACTION_CONTROL_INT=0
TRANSMISSION=0
TURBO=0.1
WIND=0.1
SKID_EXT = 1.0
SKID_INT = 0.72

[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1.0
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 1.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0


--------------------pbr materials



[EXTRA_FX_1]
MASK_GBUFFER = material:LightGlass
SKIP_GBUFFER = material:LightGlass


[EXTRA_FX_2]
MASK_GBUFFER= material:redGlass
SKIP_GBUFFER= material:redGlass


[EXTRA_FX_3]
MASK_GBUFFER= material:LightGlass.001
SKIP_GBUFFER= material:LightGlass.001



[EXTRA_FX_4]
MASK_GBUFFER= material:glassclust
SKIP_GBUFFER= material:glassclust

[Material_Glass]
Materials = redGlass
IOR = 1.5848
ThicknessMult = 1
MaskPass = 4
MaskPassColor = 255,5,0

[Material_Glass]
Materials = LightGlass
IOR = 1.5848
ThicknessMult = 1
MaskPass = 4
MaskPassColor = 255,255,255

[Material_Metal_v2]
Materials = 
BrightnessAdjustment = 0.5
DetailScale = 1
Metalness = 1		
Reflectance = 1
LocalReflectionsSharpness = .01

[Material_Metal_v2]
Materials = headlight chrome
BrightnessAdjustment = 0.2
DetailScale = 5
Metalness = .4	
Reflectance = 1
LocalReflectionsSharpness = .01

[Material_Metal_v2]
Materials =
BrightnessAdjustment = 0.1
DetailScale = 1
Metalness = .23		
Reflectance = 0.4
LocalReflectionsSharpness = .01


[Material_Plastic_v2]
Materials = cluster
Brightness = 0.2
DetailScale = 0
DetailTextureBlur = 1
Smoothness = .1

[Material_Plastic_v2]
Materials = cluster.3
Brightness = 0.0
DetailScale = 0
DetailTextureBlur = 1
Smoothness = .4

[Material_Plastic_v2]
Materials = plastic-1
Brightness = 0.2
DetailScale = 0
DetailTextureBlur = 1
Smoothness = .5

[Material_Metal_v2]
Materials = RdGrill
BrightnessAdjustment = 0.1
DetailScale = 1
Metalness = .0		
Reflectance = 0.1
LocalReflectionsSharpness = .01


[Material_Glass]
Materials = ExtGlass
ThicknessMult = 2.5  ; thicker glass passes less light through
MaskPass = 0.5        ; mask pass opacity
MaskPassColor = 1,4,1
ExtraLightsAdjustment = 0


---------------------fx
[EXTRA_FX_EMISSIVE_1]
MESHES =  LightInside.001    ; list of meshes
MATERIALS =      ; list of materials
RANGE = .03 ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1,1,1.1,8  ; optional brightness multiplier (could be an RGBA value)
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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .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 = 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 = 10             ; 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 = 30      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 = 0.3         ; 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_EMISSIVE_2]
MESHES = HighBeam     ; list of meshes
MATERIALS =      ; list of materials
RANGE = .1  ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =255,200,100, .02 ; 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .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 = 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 = 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 = 4      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible



[EXTRA_FX_EMISSIVE_3]
MESHES = LightChromeR2.001    ; list of meshes
MATERIALS =      ; list of materials
RANGE = .06  ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =200,210,255, 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .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 = 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 = 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 = 2      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_4]
MESHES = LightInsideR    ; list of meshes
MATERIALS =      ; list of materials
RANGE = .1 ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =20,20,30, .05 ; optional brightness multiplier (could be an RGBA value)
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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .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 = 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 = 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 = 2      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_5]
MESHES = TurnLeft   ; list of meshes
MATERIALS =      ; list of materials
RANGE = .06  ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =5, 1, 0, 10 ; 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .8       ; 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 = 1             ; 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 = 1      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_6]
MESHES = TurnRight   ; list of meshes
MATERIALS =      ; list of materials
RANGE = .06  ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =5, 1, 0, 10 ; 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .8       ; 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 = 1             ; 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 = 1      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible



[EXTRA_FX_EMISSIVE_7]
MESHES = LightInside.003   ; list of meshes
MATERIALS =      ; list of materials
RANGE = .06  ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1, 1, 1, 30 ; 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .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 = 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 = 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 = 2      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_8]
MESHES = TurnRight.001   ; list of meshes
MATERIALS =      ; list of materials
RANGE = .06  ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =5, 1, 0, 20 ; 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
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 = 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 = 1             ; 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 = 1      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_9]
MESHES = TurnLeft.001   ; list of meshes
MATERIALS =      ; list of materials
RANGE = .06 ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =5, 1, 0, 20 ; 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
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 = 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 = 1             ; 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 = 1      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible


[EXTRA_FX_EMISSIVE_10]
MESHES =  LightInside.002    ; list of meshes
MATERIALS =      ; list of materials
RANGE = .04 range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1,1,1.1,30  ; optional brightness multiplier (could be an RGBA value)
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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .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 = 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 = 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 = 8      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 = -0.0         ; 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_EMISSIVE_11]
MESHES =  LightInsideR.001    ; list of meshes
MATERIALS =      ; list of materials
RANGE = .07  ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =200,210,255, 0.06 ; 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK =  .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 = 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 = 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 = 2      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 alogn
    ; normals (use it if surroundings are too dark)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EXTRA_FX_EMISSIVE_12]
MESHES =  RerlDashboard.005    ; list of meshes
MATERIALS =      ; list of materials
RANGE = .13 range in meters (by default 0.08 for cars and 5 for tracks)
COLOR =1,1,1.1,.8  ; 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)
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0      ; show up for exterior views only

; 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 = 0.1             ; 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 = 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 = 8     ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; 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 = 0.06       ; 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

