[INCLUDE]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_interior.ini] 
[INCLUDE: common/navigators.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: navigators_maps.ini]
[INCLUDE: navigators_layouts.ini]
[INCLUDE: navigators_themes.ini]

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.0 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=40 ; flame size
ANTILAG_INTERVAL_MAX=9000
ANTILAG_INTERVAL_MIN=2000
ANTILAG_TURBO_THRESHOLD=0.5
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DI3CHARGE_CHARGE_TIME=0.001 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.1 ; delay after throttle lift
DISCHARGE_DURATION=3.1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=5; flame size
DISCHARGE_RPM_THRESHOLD_MAX=9000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=70
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=5 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=80 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=5 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=8500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=5 ; flame size
LIMITER_RPM_THRESHOLD=2000 ; limiter flames will not shoot below this rpm



[EXTRA_FX]
MASK_GBUFFER= lodA_LightFront_a_GlassOuter_1_Hard_NonTextured_NoSkin_Geo, lodA_Exterior_a_Window_1_Hard_NonTextured_NoSkin_Geo, lodA_Exterior_a_Window_1_Hard_NonTextured_Skinned_Geo, lodA_Exterior_a_Window_1_Hard_NonTextured_Skinned_Geo.001, lodA_LightRear_a_GlassOuter_1_Hard_NonTextured_NoSkin_Geo
SKIP_GBUFFER=

[EMISSIVE_LIGHT_...]
NAME= lodA_LightFront_a_PatternANoAlpha_1_Hard_NonTextured_NoSkin_Geo 
COLOR= 187,0,255,1
LAG=0.2
LOCATION= FRONT
CAST_LIGHT = 1
SIMULATE_HEATING = 1

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, 0.646, 1.94
MIRROR = 0.-693
DIRECTION= 0, 0, 1
SPOT= 44
COLOR = 100,100,145,0.01
RANGE=5
AFFECTS_TRACK = 1
SELF_LIGHTNING = 1

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, -0.5559, 0.291
MIRROR = -0.806,0,0
DIRECTION= 0, 0, 1
SPOT= 64
COLOR = 100,100,145,0.7
RANGE=15
AFFECTS_TRACK = 1
SELF_LIGHTNING = 1

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS=1
POSITION= 0, -0.5559, 0.091
MIRROR = -0.806,0,0
DIRECTION= 0, 0, 1
SPOT= 34
COLOR = 100,100,145,1
RANGE=2
AFFECTS_TRACK = 1
SELF_LIGHTNING = 1

[EMISSIVE_LIGHT_...]
NAME= lodA_LightRear_a_Coloured_1_Hard_NonTextured_NoSkin_Geo.001
COLOR= 10,4,0,10
LAG=0.2
LOCATION= FRONT
CAST_LIGHT = 1
SIMULATE_HEATING = 1

[ANIMATION_1_…]
INPUT= EXTRA_A
FILE = hood.ksanim
TIME = 3                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1

[ANIMATION_…]
INPUT= EXTRA_B
FILE = door_d.ksanim
TIME = 3                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1

[ANIMATION_…]
INPUT= EXTRA_C
FILE = door_p.ksanim
TIME = 3                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1

[ANIMATION_…]
INPUT= EXTRA_D
FILE = trunk.ksanim
TIME = 3                  ; animation time
LOOP_KEEP_UNTIL_DONE = 1

[EMISSIVE_BRAKE_...]
NAME= lodA_LightRear_a_PatternReflectorA_1_Hard_NonTextured_N_d87f54b
COLOR= 25,4,0,4
LAG=0.2
LOCATION= FRONT
CAST_LIGHT = 1
SIMULATE_HEATING = 1

[Material_InteriorPBRDetail]
Materials = ext_carbon
BrightnessAdjustment = 0.2
ApplyTilingFix = 0
Reflectance = 0.1
DetailScale = 250

[Material_InteriorPBRDetail]
Materials = int_carbon
BrightnessAdjustment = 0.25
ApplyTilingFix = 0
Reflectance = 0.02
DetailScale = 140

[Material_Glass]
Materials= ext_window
IOR = 1.4            ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1  ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 8

MaskPassColor = 00, 00, 00  ; mask pass color adjustment  

[Material_Glass]
Materials= ext_glass
FilmIOR = 1.5
ThicknessMult = 1
ProfileFix = 0.1
MaskPass = 1           ; mask pass opacity
MaskPassColor = 1, 1, 1  ; mask pass color adjustmentt
ExtraLightsAdjustment = 0.4

[Material_Glass]
Materials= bump_hl
FilmIOR = 1.5
ThicknessMult = 1
ProfileFix = 0.1
MaskPass = 1         ; mask pass opacity
MaskPassColor = 1, 1, 1  ; mask pass color adjustmentt
ExtraLightsAdjustment = 0.4
Refraction = 1
RefractionBias = 1
UseNormalMapWithAlpha = 1

[Material_Glass]
Materials= ext_glass_red
FilmIOR = 2
ThicknessMult = 3
ProfileFix = 0.1           ; mask pass opacity
MaskPassColor = 1, 1, 1  ; mask pass color adjustmentt
ExtraLightsAdjustment = 0.4
MaskPass = 10
MaskPassColor = 10, 1, 0
UseNormalMap = 1

[Material_InteriorPBRDetail]
Materials = ext_pl_gloss, lights_plastic
Reflectance = 0.2
Smoothness = 0.8
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale = 128
BrightnessAdjustment = 0.01

[Material_InteriorPBRDetail]
Materials = int_pl_gloss
Reflectance = 0.03
Smoothness = 0.5
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale = 128
BrightnessAdjustment = 0.01

[Material_InteriorPBRDetail]
Materials = int_pl_matte, eng_plastic
Reflectance = 0.03
Smoothness = 0.1
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale = 128
BrightnessAdjustment = 0.07

[Material_InteriorPBRDetail]
Materials = int_red
Reflectance = 0.03
Smoothness = 0.1
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale = 128
BrightnessAdjustment = 0.1

[Material_Chrome]
Materials  = int_chrome, eng_chrome, int_nm_2
Smoothness = 0.4
Metalness = 0.3
Reflectance = 1
BrightnessAdjustment = 1
OcclusionMult = 1

[Material_Chrome]
Materials  = tl_bump
Smoothness = 1
Metalness = 1
Reflectance = 1
BrightnessAdjustment = 2
OcclusionMult = 2

[Material_Chrome]
Materials  = bump_rl
Smoothness = 1
Metalness =0.95
Reflectance = 1
BrightnessAdjustment = 1
OcclusionMult =1


[Material_Chrome]
Materials  = ext_chrome
Smoothness = 1
Metalness = 1
Reflectance = 1
BrightnessAdjustment = 1
OcclusionMult = 1

[Material_Chrome]
Materials  = eng_metal
Smoothness = 0.6
Metalness = 1
Reflectance = 1
BrightnessAdjustment = 0.6
OcclusionMult = 1

[Material_Leather_v2]
Materials= int_leather, int_nm
BrightnessAdjustment = 0.1
Reflectance = 0.013
DetailNormalBlend = 2
DetailNormalIntensity = 0.6
DetailNormalPBRSecondaryColor = 0, 0, 0
DetailScale = 90
ApplyTilingFix = 1
Smoothness = 0.1

[Material_Leather_v2]
Materials= int_leather_color
BrightnessAdjustment = 0.24
Reflectance = 0.013
DetailNormalBlend = 2
DetailNormalIntensity = 0.6
DetailNormalPBRSecondaryColor = 0, 0, 0
DetailScale = 90
ApplyTilingFix = 1
Smoothness = 0.1

[EMISSIVE_LIGHT_...]
NAME = lodA_Interior_a_Screens_1_Hard_NonTextured_NoSkin_Geo
RANGE = 0.6
COLOR = 255,255,255,0.01
OFF_COLOR = 255,255,255,0.005
LAG = 0.8
DIRECTED =              ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
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



[EMISSIVE_LIGHT_...]
NAME= lodA_LightFront_a_GlassInnerPattern_1_Hard_NonTextured__262
COLOR= 187,0,255,1
LAG=0.2
LOCATION= FRONT
CAST_LIGHT = 1
SIMULATE_HEATING = 1

[Material_InteriorPBRDetail]
Materials= int_alcnt 
Reflectance = 0.0
Smoothness = 0.1
DetailNormalBlend =3
DetailScale = 35
BrightnessAdjustment = 0.2
CubemapReflectionBlur = 1
DetailNormalPBRSmoothness = 0

[SHADER_REPLACEMENT_...]
Meshes = M_front.004
CULL_MODE = DOUBLESIDED