---------- SGM WORKSHOP - GAUGE------------

/// LIGHT ///

[EMISSIVE_LIGHT_8]
NAME=SUPRA_INT_NEEDLE_001,SUPRA_INT_NEEDLE_002,SUPRA_INT_NEEDLE_005,chassis.020
COLOR=5,5,5, 0.5

[EMISSIVE_LIGHT_9]
NAME=SUPRA_INT_NEEDLE_003,GAUGE_ARROW_OIL_2,GAUGE_ARROW_COMB_2,GAUGE_ARROW_TURBO_2,SUPRA_INT_NEEDLE_004
COLOR=5,0,0, 0.5



/// ANALOG ///

[STATUS_OIL]

PRESSURE_BASE=1.0                  ; base oil pressure for idling engine
PRESSURE_STEP=0.7                  ; oil pressure increase for each 1000 RPM
PRESSURE_LAG_UP=0.1           ; oil pressure increase lag
PRESSURE_LAG_DOWN=0.1              ; oil pressure decrease lag
TEMPERATURE_MULT=1.25              ; relation of oil temperature to water temperature
TEMPERATURE_RPM_FACTOR=0.03        ; extra increase of oil temperature for each 1000 RPM
TEMPERATURE_LAG_UP=0.995           ; oil temperature increase lag
TEMPERATURE_LAG_DOWN=0.995         ; oil temperature decrease lag

TURBO

[ANALOG_INDICATOR_...]
BIND_TO=TURBO
NAME=GAUGE_ARROW_TURBO
USE_BAR=1
LUT=(0=-0|0.1=0.10|0.2=0.15|0.4=35|0.5=45|0.6=85)

OIL 

[ANALOG_INDICATOR_...]
INPUT = OIL_PRESSURE
OBJECT_NAME=GAUGE_ARROW_OIL
UPPER_BOUND = 7
LOWER_BOUND = 0
INPUT_LAG_UP = 0
INPUT_LAG_DOWN = 0.97
LUT = (| 0=-30| 6=80 |)

[ANALOG_INDICATOR_...]
INPUT = OIL_PRESSURE
OBJECT_NAME=GAUGE_ARROW_COMP
UPPER_BOUND = 7
LOWER_BOUND = 0
INPUT_LAG_UP = 0
INPUT_LAG_DOWN = 0.97
LUT = (| 0=-30| 6=180 |)



RPM

[ANALOG_INDICATOR_...]
INPUT = RPM
INPUT_MAX = 8500
NAME = ARROW_RPM_GAUGE
ZERO = 1
STEP = 0.033375

[ANALOG_INDICATOR_...]
INPUT = OIL_TEMPERATURE  ; temperature: here, angles are set with LUT, as in original
NAME = ARROW_WATER_TEMP
MIN_VALUE = 60

[ANALOG_INDICATOR_...]
INPUT = WATER_TEMPERATURE  ; temperature: here, angles are set with LUT, as in original
NAME = ARROW_TEMPS
MIN_VALUE = 60
STEP = -1.033375




/// SHADER ///

[INCLUDE: common/materials_interior.ini]

[Material_Aluminium_v2]
Materials =GAUG
Metalness = 0.4
Reflectance = 0.2
BrightnessAdjustment = 0.1
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 1
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 3
LocalReflectionsSharpness = 2

[Material_Metal_v2]
Meshes = GAUGE_SUPPORT
Materials =gaug_sup
Metalness = 0.5
DetailNormalPBRSmoothnessGamma = 5
BrightnessAdjustment = 0.3
LocalReflectionsSharpness = 0.5
DetailScale = 2
DetailNormalBlend = 0
DetailNormalPBRSmoothnessGamma = 0.3
LocalReflectionsSharpness = 0.1

[Material_Plastic_v2]
Materials=gaug_elec
Reflectance = 0.5
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 1.0
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 2
DetailTextureBlur = 1
DetailScale = 2

[INCLUDE: common/materials_glass.ini]

[Material_PhotoelasticGlass]
Meshes = GAUGE_GLASS
FilmIOR = 2.2
PhotoelasticityBaseScale = 3
PROP_... = extExtraSharpLocalReflections, -0.001

[Material_Glass]
Meshes = GAUGE_GLASS
FilmIOR = 2.9
PhotoelasticityBaseScale = 2
PROP_... = extExtraSharpLocalReflections, -0.001

ExtraLightsAdjustment = 0.15
BrightnessAdjustment = 0.3
ThicknessMult = 0.9 ; pretty much fully transparent
Refraction = 0.80 ; full refraction
RefractionBias = 1 ; with full blur
RefractionRainbow = 1  ; possibly expensive, adds some sort of chromatic distortion effect to refraction

ProfileFix = 0.12         ; a bit thicker edge

MaskPass = 1             ; mask pass opacity
MaskPassColor = 1, 1, 1  ; mask pass color adjustment
Desaturate = 1         ; increase to make main shading pass less saturated, thus moving color from it to masking pass

