[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[INCLUDE: common/materials_interior.ini]
DisableDev = 1

[INCLUDE: common/materials_glass.ini]
ExteriorGlassHeadlightsMaterials = light_glass


[Material_PhotoelasticGlass]
Materials = light_glass
FilmIOR = 1.6              ; looks better like this
PhotoelasticityMult = 0.2  ; doesn’t look good if too high
ProfileFix = 0.08          ; a bit thicker edge
; 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 = 5      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effegct to some areas
PhotoelasticitySpotsOffset = 0.1  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = body

[Material_CarPaint]
ClearCoatThickness = 0.1
SpecularColor = 1
SpecularMult = 0.6
FresnelMax = 0.5
FresnelC = 0.1
FlakesK = 0                ; flakes behavior
BrightnessAdjustment = 1   ; adjust car brightness if AO map was made for different settings
SpecularMult = 1.0           ; adjust specular brightness, just in case
ApplyTilingFix = 0           ; apply tiling fix to reduce tiling of txDetail

[SHADER_REPLACEMENT_...]
MESHES = HL2
RESOURCE_1 = txEmissive
RESOURCE_FILE_1 = light_emissive.dds

[EMISSIVE_LIGHT_0]
BIND_TO_HEADLIGHTS=1
NAME=HL2
COLOR=5,10,20,2
FALLBACK_HEADLIGHTS_COLOR=0,0,0,0
LAG=0.5
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[Material_Carbon]
Meshes = rad_int_carbon, rad_carbon, rad_carbon_outline
BrightnessAdjustment = 0.3
UseClearCoat=1
DetailScale = 600
ApplyTilingFix = 0

[Material_Carbon]
Meshes = dash_new_SR10
BrightnessAdjustment = 0.6
UseClearCoat=0
DetailScale = 250
ApplyTilingFix = 0

[Material_Leather_v2]
Meshes = rad_leather
Reflectance = 0.3
DetailScale = 9
DetailNormalTexture = common/pbr_leather_bumpy.dds
DetailNormalIntensity = 1
DetailNormalPBRSecondaryColor = 1, 1, 1, 0.08
ApplyTilingFix=1

[Material_LeatherSpotty_v2]
Meshes = rad_int_steering_leather
Reflectance = 0.3
DetailTextureBlur = 0.2
DetailNormalBlend = 0.9
DetailScale = 25
DetailNormalTexture = common/pbr_leather_spotty.dds
DetailNormalIntensity = 3
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 1
ApplyTilingFix=1

[Material_Leather]
Meshes = rad_int_leather, 
BrightnessAdjustment = 0.2
DetailTextureBlur = 0.1
DetailNormalBlend = 0.9
DetailScale = 1
Reflectance = 0.3
LocalReflectionsSharpness = 0.01
ApplyTilingFix=0

[Material_Metal_v2]
Meshes = rad_int_steering_white, rad_int_steering_black, rad_int_steering_blue, rad_int_steering_orange, rad_int_steering_red, rad_int_steering_green, rad_int_steering_yellow
DetailNormalPBRSecondaryColor = 0.0, 0.0, 0, 0.1
BrightnessAdjustment = 0.5
DetailScale = 10
Metalness = 0.6
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
ApplyTilingFix=1

[Material_Plastic_v2]
Meshes = rad_int_buttons_SUB4, rad_int_buttons_SUB3, rad_int_buttons_SUB1, 
BrightnessAdjustment = 0.1
Reflectance = 0.5
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 0.5
DetailNormalBlend = 0.3
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0.3
DetailTextureBlur = 1

[Material_Plastic_v2]
Meshes = rad_int_steering_plastic
BrightnessAdjustment = 0.1
Reflectance = 0.6
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 0.1
DetailNormalBlend = 0.3
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0.6
DetailTextureBlur = 1

[Material_Metal_v2]
Meshes = rad_int_plastic_gloss
DetailNormalPBRSecondaryColor = 0.0, 0.0, 0, 1.0
BrightnessAdjustment = 0.5
DetailScale = 1
Metalness = 0.6
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
ApplyTilingFix=1

[Material_Plastic_v2]
Meshes = rad_int_plastic_matte, rad_plastic
BrightnessAdjustment = 0.33
Reflectance = 0.9
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 0.9
DetailNormalBlend = 1.0
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
DetailScale = 8
ApplyTilingFix=1

[Material_Plastic_v2]
Meshes = rad_int_steering_gloss
BrightnessAdjustment = 0.0
Reflectance = 0.3
LocalReflectionsSharpness = 0.2
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0.9
DetailTextureBlur = 1

[Material_Aluminium_v2]
Meshes = rad_engine_SUB0, rad_chrome_SUB0, steer_chrome, rad_chrome3
ColoredSpecular = 0.85
AmbientSpecular = 1
AmbientSpecularEXP = 5
ClearCoatThickness = 0.9
ClearCoatIntensity = 0.65
ClearCoatIOR = 3
UseMetallicReflections = 1
FresnelMax = 0.75
FresnelC = 0.75
FlakesK = 4                ; flakes behavior
BrightnessAdjustment = 0.1   ; adjust car brightness if AO map was made for different settings
SpecularMult = 1.0           ; adjust specular brightness, just in case
ApplyTilingFix = 1           ; apply tiling fix to reduce tiling of txDetail

[Material_Aluminium_v2]
Meshes = rad_int_buttons_SUB2
ColoredSpecular = 0.85
AmbientSpecular = 1
AmbientSpecularEXP = 5
ClearCoatThickness = 0.9
ClearCoatIntensity = 0.65
ClearCoatIOR = 3
UseMetallicReflections = 1
FresnelMax = 0.75
FresnelC = 0.75
FlakesK = 4                ; flakes behavior
BrightnessAdjustment = 0.4   ; adjust car brightness if AO map was made for different settings
SpecularMult = 1.0           ; adjust specular brightness, just in case
ApplyTilingFix = 1           ; apply tiling fix to reduce tiling of txDetail

[Material_Aluminium_v2]
Materials = sr3_rims_colored
Metalness = 0.0
Reflectance = 0.5
BrightnessAdjustment = 0.9
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 3, 0, 0, 3
DetailScale = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 3
ApplyTilingFix = 1           ; apply tiling fix to reduce tiling of txDetail

[Material_Plastic_v2]
Materials = sr3_rims_colored_a 
BrightnessAdjustment = 0.4
Reflectance = 0.5
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0.1, 0.1, 0.1, 0.5
DetailNormalBlend = 0.3
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 0.3
DetailTextureBlur = 1

[Material_Aluminium_v2]
Meshes = RIM_LF_SUB0_SUB0, RIM_LR_SUB0_SUB0, RIM_RF_SUB0_SUB0, RIM_RR_SUB0_SUB0
Metalness = 0.2
Reflectance = 0.1
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 1.0, 1.0, 1.0, 0.1
DetailScale = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 3
ApplyTilingFix = 1           ; apply tiling fix to reduce tiling of txDetail

[Material_MetalOld_v2]
Meshes = rad_chrome_SUB1
Metalness = 0.8
Reflectance = 0.3
Brightness = 1.0
DetailNormalPBRSmoothnessGamma = 1
LocalReflectionsSharpness = 0
DetailNormalPBRSecondaryColor = 0.4, 0.2, 0.0, 0.7

[Material_Metal_v2]
Meshes = rad_int_buttons_SUB0, rad_int_chrome, rad_chrome_SUB0, rad_chrome2, HL, TL
DetailNormalPBRSecondaryColor = 0.0, 0.0, 0, 0.1
BrightnessAdjustment = 0.3
DetailScale = 10
Metalness = 0.5
Reflectance = 0.1
LocalReflectionsSharpness = 0.0
ApplyTilingFix=1

[Material_Metal_v2]
Meshes = rad_red_metal
DetailNormalPBRSecondaryColor = 1.0, 0.0, 0, 1.0
BrightnessAdjustment = 0.3
DetailScale = 10
Metalness = 0.5
Reflectance = 0.1
LocalReflectionsSharpness = 0.0
ApplyTilingFix=1

[Material_Metal_v2]
Meshes = rad_black_metal, rad_int_blackmetal
DetailNormalPBRSecondaryColor = 0.0, 0.0, 0, 1.0
BrightnessAdjustment = 0.5
DetailScale = 1
Metalness = 0.6
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
ApplyTilingFix=1

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=0.0
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_SHADOW_HEIGHT=0.4
INTERIOR_FAKE_SHADOW_FADE=0.5
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
EMISSIVE_HEADLIGHTS_MULT=2
EMISSIVE_BRAKELIGHTS_MULT=2

[SHADOWED_WHEELS]
ANGLE=12
OFFSET=0
OPACITY=0.8
WIDTH=0.15

[SHADOWED_TYRES]
ANGLE=6
OFFSET=0
OPACITY=0.8
WIDTH=0.05
EXTRA_AMBIENT_BRIGHTNESS=0.0

[WIPERS]
WIND_THRESHOLDS_KMH = 60, 150  ; speed for wipers to start vibrating and for maximum vibration
WIND_AMPLITUDE_MULT = 1        ; multiplier for amplitude
WIND_FREQUENCY_MULT = 1        ; multiplier for frequency
WIND_OFFSET = 0.03             ; base animation progress to vibrate around

[TYRES_FX_FRONT]
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0

[TYRES_FX_REAR]
COOKTORRANCE_FRESNEL_REFLECTANCE=0.2
COOKTORRANCE_IOR=0.1
COOKTORRANCE_LAMBERT_FACTOR=5
COOKTORRANCE_ROUGHNESS=0.5
DAMAGE_FLAT_SPOT_DEBUG=0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_FLAT_SPOT_GAIN=10
DAMAGE_GRAIN_DEBUG=0
DAMAGE_GRAIN_GAIN=10
DAMAGE_GRAIN_MAX=0.8
DAMAGE_NORMALS_MULT=2
DAMAGE_OCCLUSION_MULT=0.2
DAMAGE_OFFSET_K=0
DAMAGE_REFL_MULT=0.8
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_SPEC_MULT=0.6
DAMAGE_WIDTH_K=1.2
DIRT_ACCUMULATION=1000
DIRT_DIRT_DEBUG=0
DIRT_FADE=100
DIRT_GRASS_DEBUG=0
DIRT_WIDTH_K=1
ENABLED=1
FLEX_MAX_SKEW_MULT=0.8
FLEX_MULT=1
FLEX_PROFILE_MULT=0.45
FLEX_SKEW_RANGE_MULT=3
FLEX_SKEW_SMOOTHING=0.1
FLEX_SQUASH_SMOOTHING=0.1
NOFX_DISTANCE_SWITCH=16
VISIBLE_IN_INTERIOR_CAM=0

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=25,25,25, 1.0
DIFFUSE_CONCENTRATION=0.44
DIRECTION=0, -0.2, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=35
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.587209
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.587209
OFF_MULT=0
OFF_POSITION=0, 0.549489, 2.03824
OFF_RANGE_MULT=0.125
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0.05
POSITION=0, 0.549489, 1.6
RANGE=110
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=137.52
SECOND_SPOT_INTENSITY=0.27
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.646
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=52.4
SPOT_EDGE=0.0807485, 0.0803683, 0.079608
SPOT_EDGE_SHARPNESS=25.84
SPOT_SHARPNESS=0
SPOT_UP=0.0224943, 0.999747, 0

[EMISSIVE_LIGHT_0]
NAME=HL
BIND_TO_HEADLIGHTS=1
COLOR=100,100,100, 1
LAG=0.3
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_BRAKE_0]
NAME=TL
COLOR=500,2,2,1p
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.3
SIMULATE_HEATING=3
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_EXTRA_B_0]
NAME=RL
BLINKING_PATTERN= (|0=0|0.5=0|1=0|1.5=0.5|2=1|2.5=1|3=0.5|3.5=0|4=0)
BLINKING_DURATION=1
COLOR=45,0,0
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0
AFFECTS_TRACK=0
CAST_LIGHT=0

[BRAKEDISC_FX_FRONT]
ACTIVE = 0             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 1  ; increase to make more lines
GLOW_OFFSET = 0.8      ; 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
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3       ; everything looking away more than 50% is a deepening
DISC_RADIUS = 0.15           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.10  ; radius of an inside part of a brake disc
RIM_RADIUS = 0.1  ; inside radius of a rim
RIM_HEIGHT = 0.1   ; distance between surface of brake disc and vertical surface of a wheel rim

[BRAKEDISC_FX_REAR]
ACTIVE = 0             ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1            ; use ceramic look
CARVED = 1             ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 1  ; increase to make more lines
GLOW_OFFSET = 1.6      ; 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
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition
LUMINOCITY_MASK = 0.01, 0.02  ; everything darker than 0.01 is a deepening
NORMAL_MASK = s        ; everything looking away more than 50% is a deepening
DISC_RADIUS = 0.15           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.10  ; radius of an inside part of a brake disc
RIM_RADIUS = 0.1  ; inside radius of a rim
RIM_HEIGHT = 0.1   ; distance between surface of brake disc and vertical surface of a wheel rim

\\\\\Helmet Shit

[MESH_ADJUSTMENT_...]
MESHES=DRIVER:HELMET_SUB1
IS_RENDERABLE=0

\\\\\Shader replacement
[SHADER_REPLACEMENT_...]
DESCRIPTION = Wheel Colour
MATERIALS = sr3_rims
SHADER=ksPerPixel
RESOURCE_1 = txMap
RESOURCE_FILE_1 = sr3_rim_map
; Specular and SpecularEXP values set to allow most
; types of material to be represented.
; specifically matte materials need EXP to be fairly
; low, and heavy metallics need high Specular.
PROP_0=ksSpecular, 0.5
PROP_1=ksSpecularEXP, 0.5
; included to insure that sensible values
; are present, but you may leave them at default values 
; by deleting these lines.
PROP_2=fresnelC, 100
PROP_3=fresnelEXP, 1
PROP_4=fresnelMaxLevel, .7
; add specular highlights from more light sources. 
; Important for paints that are heavy metallic, 
; like Mercedes silver.
PROP_5=stAmbientSpec, 0
; where txDiffuse is masking off detail,
; it'll use this specular value instead of 0
PROP_6=stNondetailSpec, 1
; detail map control of reflections, so you can have
; finer grained variation in reflections

[DRIVER3D_MODEL]
NAME=rh_schuberth_helmet_driver_19
POSITION=0.0,0.0,0.0

[DRIVER3D_HIDE_OBJECT_0]
NAME=DRIVER:HELMET

[DRIVER3D_HIDE_OBJECT_1]
NAME=DRIVER:GEO_Driver_FACE
PROP_7=stDetailRefl, 1