[ABOUT]
AUTHOR = Kier.
VERSION = 0.2


[PURE]
FOG_SHAPE=-1
LANDSCAPE_USE=1
LANDSCAPE_FILE=Asian-city-w-forest


[WEATHER_FX]
SKY_BELOW_HORIZON = 1

[INCLUDE]
INCLUDE = common/conditions.ini, common/materials_track.ini, common\materials_base.ini , common/grass_fx.ini

[BASIC]
SUPPORTS_WIND=1
RALLY_TRACK=0
IGNORE_OTHER_CONFIGS = 1

[MISCELLANEOUS]
USE_DISTANT_EMISSIVES_GLOW=25
USE_DISTANT_EMISSIVES_FOG_GLOW=25

[SHADER_REPLACEMENT_...]
DESCRIPTION= Bounce back by using the normal channel's alpha as a mask | Brighter
MESHES = 3ROAD_babo
PROP_... = extBounceBack, 0.01
PROP_... = extBounceBackMask, 1, 0, 0, 0
PROP_... = extColoredReflection, 1

[SHADER_REPLACEMENT_...]
DESCRIPTION= Bounce back by using the normal channel's alpha as a mask | Brighter
MATERIALS = S_Battle_wharf_road_LM_m
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.21
PROP_... = extBounceBack, 0.01
PROP_... = extBounceBackMask, 0, 0, 0, 0
PROP_... = extColoredReflection, 0


[SHADER_REPLACEMENT_...]
MATERIALS = wharf_whiteLine_m, S_Battle_wharf_road_alpha01_m
BLEND_MODE =ALPHA_TEST
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.23
PROP_... = fresnelEXP, 0
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.0
DOUBLE_FACE_SHADOW_BIASED = 0
DOUBLE_FACE_SHADOW = 0     ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED =0
EXTRA_MASK_PASS = 0          ;* enables masking pass
EXTRA_MASK_PASS_COLOR = 0, 0, 0  ;* optional color offset, RGB, can be either positive or negative values
EXTRA_MASK_PASS_OPACITY =0


[SHADER_REPLACEMENT_...]
MATERIALS = punch_eff_num_inner_n_anm_flash
BLEND_MODE =ALPHA_TEST
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.13
PROP_... = fresnelEXP, 0
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.0
DOUBLE_FACE_SHADOW_BIASED = 0
DOUBLE_FACE_SHADOW = 0        ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED = 0
EXTRA_MASK_PASS = 0            ;* enables masking pass
EXTRA_MASK_PASS_COLOR = 0, 0, 0  ;* optional color offset, RGB, can be either positive or negative values
EXTRA_MASK_PASS_OPACITY =0

[SHADER_REPLACEMENT_...]
MATERIALS = S_Battle_wharf_truck_m
BLEND_MODE =OPAQUE
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.13
PROP_... = fresnelEXP, 0
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.0

[SHADER_REPLACEMENT_...]
MATERIALS = S_Battle_wharf_house_LM_m
BLEND_MODE =ALPHA_TEST
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.13
PROP_... = fresnelEXP, 0
PROP_... = fresnelMaxLevel, 0.00
PROP_... = fresnelC, 0.0
DOUBLE_FACE_SHADOW_BIASED = 0
DOUBLE_FACE_SHADOW = 0       ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED = 0
EXTRA_MASK_PASS = 0           ;* enables masking pass
EXTRA_MASK_PASS_COLOR = 0, 0, 0  ;* optional color offset, RGB, can be either positive or negative values
EXTRA_MASK_PASS_OPACITY =0



[EXTRA_FX]
MASK_GBUFFER = 7ROAD_wharf_whiteLine
SKIP_GBUFFER = 

[SHADER_REPLACEMENT_...]
MATERIALS = ground_unlight
BLEND_MODE =ALPHA_TEST
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.33
PROP_... = fresnelEXP, 2
PROP_... = fresnelMaxLevel, 0.03
PROP_... = fresnelC, 0.03

[SHADER_REPLACEMENT_...]
MATERIALS = others_unref_unlight
BLEND_MODE =OPAQUE
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.13
PROP_... = fresnelEXP, 2
PROP_... = fresnelMaxLevel, 0.03
PROP_... = fresnelC, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1
DOUBLE_FACE_SHADOW = 1       ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED = 1
EXTRA_MASK_PASS = 1           ;* enables masking pass
EXTRA_MASK_PASS_COLOR = 0, 0, 0  ;* optional color offset, RGB, can be either positive or negative values
EXTRA_MASK_PASS_OPACITY =1


[SHADER_REPLACEMENT_...]
MATERIALS = others_lightmap
BLEND_MODE =OPAQUE
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.23
PROP_... = fresnelEXP, 2
PROP_... = fresnelMaxLevel, 0.03
PROP_... = fresnelC, 0.03
DOUBLE_FACE_SHADOW_BIASED = 1
DOUBLE_FACE_SHADOW = 1       ; this one might — and, most likely, will — cause a lot of self-shadowing
DOUBLE_FACE_SHADOW_BIASED = 1
EXTRA_MASK_PASS = 1           ;* enables masking pass
EXTRA_MASK_PASS_COLOR = 0, 0, 0  ;* optional color offset, RGB, can be either positive or negative values
EXTRA_MASK_PASS_OPACITY =1





[GRASS_FX]
GRASS_MATERIALS = S_Battle_wharf_obj01_m
SHAPE_SIZE = 2.0   ; general size
SHAPE_TIDY = 2.0   ; how tidy grass is (untidy grass in uneven, tilted more)
SHAPE_CUT = 1.0    ; how cut grass is
SHAPE_WIDTH = 1.5 ; grass width relative to its height
MASK_MAIN_THRESHOLD = -55 ; how saturated (with green) should the surface be (not real saturation, could be more than 1)
MASK_RED_THRESHOLD = 10.2  ; offsets target color from green to yellow and red, if set high enough
MASK_MIN_LUMINANCE = -5  ; minimum luminance to spawn grass on
MASK_MAX_LUMINANCE = 5  ; maximum luminance

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0=1, 1       ; first piece stars with cell at (1; 1), coordinates skip first row, so it would be that piece with a single yellow flower
PIECE_0_SIZE_MULT=1
PIECE_0_CHANCE=0.1
PIECE_1=2, 1       ; second piece, takes a single cell as well
PIECE_1_SIZE_MULT=1
PIECE_1_CHANCE=0.1
PIECE_2=1, 2, 2, 1 ; third piece, with yellow and white flower, taking 2×1 slots
PIECE_2_CHANCE=0
PIECE_3=6, 1       ; two more only green pieces
PIECE_3_SIZE_MULT=1
PIECE_4=7, 1
PIECE_4_SIZE_MULT=1
PIECE_5=4, 1, 2, 2 ; piece taking 2×2 slots, the one with long gras
PIECE_5_CHANCE=0.5
PIECE_5_SIZE_MULT=1.5 ; default size multiplier is based

[GRASS_FX_TEXTURE_GROUP_1]
PIECE_6=3, 1, 1, 2 ; piece taking 1×2 slots, the one with purple flowers
PIECE_6_CHANCE=0.0
PIECE_6_SIZE_MULT=1.5 ; default size multiplier is based on size in cells, overriding
PIECE_7=6, 2, 1, 1 ; yellow flowers
PIECE_7_CHANCE=0.02
PIECE_7_SIZE_MULT=1 ; default size multiplier is based on size in cells, overriding
PIECE_8=7, 2, 1, 1 ; blue flowers
PIECE_8_CHANCE=0.0
PIECE_8_SIZE_MULT=1.5 ; default size multiplier is based on size in cells, overriding
PIECE_9=8, 2, 1, 1 ; red flowers
PIECE_9_CHANCE=0.0
PIECE_9_SIZE_MULT=1.2 ; default size multiplier is based on size in cells, overriding

[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE=1.2
TEXTURE_BASE_CHANCE=0.0       ; chance of regular grass to spawn
TEXTURE_GROUP_0_CHANCE=0.0  ; chance of first group to spawn
[GRASS_FX_ADJUSTMENT_...]
MATERIALS= sakura_lawn_m, sakura_ground_grass2_m, sakura_ground_grass_m
MAP=A

[RAIN_FX]
PUDDLES_MATERIALS = ?
SOAKING_MATERIALS = ?
SMOOTH_MATERIALS = 
ROUGH_MATERIALS = 
LINES_MATERIALS = r_rd_line_na005_d,r_rd_line_na002_d
RELIEF_MATERIALS = 

[Material_Water]
Materials=oysin
Type=LAKE
FirstNormalMap=water_nm.dds
SecondNormalMap=water_nm.dds


[LIGHTING]
LIT_MULT = 1.0
CAR_LIGHTS_LIT_MULT = 1.0
SPECULAR_MULT = 1.0

[LIGHT_POLLUTION]
RELATIVE_POSITION=0, 0, -10
DENSITY=5
RADIUS_KM=5
COLOR=214, 238,255,0.001

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=7,7,7
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES=
CONDITION=SUN_SMOOTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=7,7,7
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.7
MESHES=
CONDITION=SUN_SMOOTH

====

[SHADER_REPLACEMENT_...]
MATERIALS = abandoned_building_ground08_m_2021_0224, abandoned_building_ground01_m_2021_0224
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS =mechadoc_road_alpha2_m
CAST_SHADOWS = 1
DOUBLE_FACE_SHADOW_BIASED = 0

[SMOOTH_NORMALS_...]
MATERIALS = ASPH, BULLUK, mechadoc_wall_m
PRECISION = 0.01
NORMAL_CONTRIBUTION = 0

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=35,25,15,2.4
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=3WALL_SPOT2, 5WALL_CITYLIGHTS, 4WALL_ROADLIGHTS

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=25,18,10,1.4
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=2WALL_SPOT

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=25,18,10,0.03
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=


[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=25,18,10,0.1
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=19WALL_ISIKSA


[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=25,18,10,0.1
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=18WALL_wharf_window

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=25,18,10,0.05
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=9WALL_BNG21


[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=25,18,10,0.019
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=7WALL_wharf_farview

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=25,25,20,0.4
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=17WALL_GARAGELIGHTS

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=225, 225, 225, 0.08
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=lamb



[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=225, 225, 225, 0.01
VALUE_0_OFF=0, 0, 0
SINGLE_FREQUENCY=0.3
MESHES=13WALL_LATENIGHTS

[SOL]
HORIZON_OFFSET = 0.0
DOME_SIZE = 24000
SUN_DAWN = 1
SUN_DUSK = 1
FOG_LEVEL = 0.90
FOG_BLEND = 1.15
FOG_DISTANCE = 0.9
SMOG_MORNING = 0.05
SMOG_NOON = 0.1
SMOG_EVENING = 0.15
EXPOSURE_FIX = 1

[MISCELLANEOUS]
USE_DISTANT_EMISSIVES_GLOW=1
USE_DISTANT_EMISSIVES_FOG_GLOW=1

[MATERIAL_ADJUSTMENT_...]
MATERIALS=  sakura_ground_grass2_m
KEY_1=ksDiffuse
VALUE_1=0.5
KEY_2=ksAmbient
VALUE_2=0.32
KEY_3=ksSpecular
VALUE_3=1
KEY_4=ksSpecularEXP
VALUE_4=100
KEY_5=fresnelMaxLevel
VALUE_5=0.0
KEY_6=fresnelC
VALUE_6=0.0

[MATERIAL_ADJUSTMENT_...]
MATERIALS=  sakura_alpha_m
KEY_1=ksDiffuse
VALUE_1=0.2
KEY_2=ksAmbient
VALUE_2=0.22
KEY_3=ksSpecular
VALUE_3=0
KEY_4=ksSpecularEXP
VALUE_4=100
KEY_5=fresnelMaxLevel
VALUE_5=0.0
KEY_6=fresnelC
VALUE_6=0.0

[MATERIAL_ADJUSTMENT_...]
MATERIALS=  sakura_lawn_m
KEY_1=ksDiffuse
VALUE_1=0.68
KEY_2=ksAmbient
VALUE_2=0.6
KEY_3=ksSpecular
VALUE_3=0.2
KEY_4=ksSpecularEXP
VALUE_4=1000
KEY_5=fresnelMaxLevel
VALUE_5=0.0
KEY_6=fresnelC
VALUE_6=0.0

[MATERIAL_ADJUSTMENT_...]
MATERIALS=  sakura_plant_m, sakura_ita_m
KEY_1=ksDiffuse
VALUE_1=0.04
KEY_2=ksAmbient
VALUE_2=0.45
KEY_3=ksSpecular
VALUE_3=0.0
KEY_4=ksSpecularEXP
VALUE_4=100
KEY_5=fresnelMaxLevel
VALUE_5=0.00
KEY_6=fresnelC
VALUE_6=0.0

[MATERIAL_ADJUSTMENT_...]
MATERIALS=  toppp
KEY_1=ksDiffuse
VALUE_1=0.5
KEY_2=ksAmbient
VALUE_2=0.3
KEY_3=ksSpecular
VALUE_3=1
KEY_4=ksSpecularEXP
VALUE_4=100
KEY_5=fresnelMaxLevel
VALUE_5=0.08
KEY_6=fresnelC
VALUE_6=0.0


[MATERIAL_ADJUSTMENT_...]
MATERIALS= TARMACCC
KEY_1=ksDiffuse
VALUE_1=0.1
KEY_2=ksAmbient
VALUE_2=0.1
KEY_3=ksSpecular
VALUE_3=0.0
KEY_4=ksSpecularEXP
VALUE_4=540




[MATERIAL_ADJUSTMENT_...]
MATERIALS=  BULLUK
KEY_1=ksDiffuse
VALUE_1=0.2
KEY_2=ksAmbient
VALUE_2=0.2
KEY_3=ksSpecular
VALUE_3=0.5
KEY_4=ksSpecularEXP
VALUE_4=100
KEY_5=fresnelMaxLevel
VALUE_5=0.01
KEY_6=detailUVMultiplier
VALUE_6=580

[MATERIAL_ADJUSTMENT_...]
MATERIALS=  mechadoc_road_alpha2_m, mechadoc_curb_m
KEY_1=ksDiffuse
VALUE_1=0.2
KEY_2=ksAmbient
VALUE_2=0.2
KEY_3=ksSpecular
VALUE_3=0.5
KEY_4=ksSpecularEXP
VALUE_4=100



[MATERIAL_ADJUSTMENT_...]
MATERIALS=  ASPH
KEY_1=ksDiffuse
VALUE_1=0.2
KEY_2=ksAmbient
VALUE_2=0.2
KEY_3=ksSpecular
VALUE_3=0.5d
KEY_4=ksSpecularEXP
VALUE_4=100
KEY_5=fresnelMaxLevel
VALUE_5=0.0




[LIGHT_SERIES_...]
ACTIVE=1
MESHES = 3WALL_SPOT2
OFFSET=0, 0, 0
RANGE=35
FADE_AT=650
CLUSTER_THRESHOLD = 1
COLOR=350,250,150,0.038
SPECULAR_MULT=1.9
SINGLE_FREQUENCY=0.6
CONDITION=ALWAYS_ON
RANGE_GRADIENT_OFFSET=0.15
SPOT=160
SPOT_SHARPNESS=0.35


[LIGHT_SERIES_...]
ACTIVE=1
MESHES = 5WALL_CITYLIGHTS, 4WALL_ROADLIGHTS
OFFSET=0, 0, 0
RANGE=35
FADE_AT=650
CLUSTER_THRESHOLD = 1
COLOR=350,250,150,0.098
SPECULAR_MULT=1.9
SINGLE_FREQUENCY=0.6
CONDITION=ALWAYS_ON
RANGE_GRADIENT_OFFSET=0.15
SPOT=160
SPOT_SHARPNESS=0.35

[LIGHT_SERIES_...]
ACTIVE=1
MESHES = 2WALL_SPOT
OFFSET=0, 0, 0
RANGE=90
FADE_AT=50
CLUSTER_THRESHOLD = 1
COLOR=25,25,20,0.08
SPECULAR_MULT=1.8
SINGLE_FREQUENCY=0
CONDITION=ALWAYS_ON
RANGE_GRADIENT_OFFSET=0.5
SPOT=250
SPOT_SHARPNESS=0.35


[LIGHT_SERIES_...]
ACTIVE=1
MESHES = 19WALL_ISIKSA
OFFSET=0, 0, 0
RANGE=30
FADE_AT=650
CLUSTER_THRESHOLD = 1
COLOR=25,05,00,0.04
SPECULAR_MULT=2.9
SINGLE_FREQUENCY=0
CONDITION=ALWAYS_ON
RANGE_GRADIENT_OFFSET=0.15
SPOT=250
SPOT_SHARPNESS=0.35


[LIGHT_SERIES_...]
ACTIVE=1
MESHES = 12WALL_NOONESLEEPSINTOKYO
OFFSET=0, 0, 0
RANGE=30
FADE_AT=650
CLUSTER_THRESHOLD = 1
COLOR=25,25,20,0.02
SPECULAR_MULT=2.9
SINGLE_FREQUENCY=0
CONDITION=ALWAYS_ON
RANGE_GRADIENT_OFFSET=0.15
SPOT=250
SPOT_SHARPNESS=0.35

[LIGHT_SERIES_...]
ACTIVE=1
MESHES = 11WALL_CITYLIGHT
OFFSET=0, 0, 0
RANGE=30
FADE_AT=650
CLUSTER_THRESHOLD = 1
COLOR=255,255,200,0.002
SPECULAR_MULT=2.9
SINGLE_FREQUENCY=0
CONDITION=ALWAYS_ON
RANGE_GRADIENT_OFFSET=0.15
SPOT=250
SPOT_SHARPNESS=0.35
