[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]

[SHAKING_EXHAUST_0]
MESHES = egzoz_002,egzoz-1
POINT_0 = 12.5342468, 0.153629, -2.1
POINT_0_RADIUS = 16
POINT_0_EXP = 1.003:16 8.11.2020

[WOBBLY_BIT_0]
NAME = m-fresh
CONNECTED_TO = 0.5, 0.5, 0.5
MAX_RANGE = 1
DAMPENING_LAG = 0.95
G_GAIN = 0.1
GRAVITY_GAIN = 0.5
OFFSET_GAIN = 300
STIFF_AXIS = 0, 0, 0
STIFF_AXIS_STIFFNESS = 0.2
G_FILTER = 0
DEFAULT_GRAVITY_INCLUDED_ALREADY = 1

[AUDIO_PARAMETER_TRANSFORM]
; Originally, AC would sent 10000 to soundbank, but now it’ll send 5000 instead. Or, 
; it’ll send 2500 instead of 5000 — values in-between these points are linearly interpolated.
ENGINE_EXT_RPMS = (| 0=0 | 8150=8850)
ENGINE_INT_RPMS = (| 0=0 | 8150=8850)

;--------------  CARPAINT ---------------

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = carPaint
CarPaintVersionAware = 4
DisableDev = 1

[Material_CarPaint_Metallic]
FresnelMax = 2
FresnelC = 0.1
FlakesK = 3.2
BrightnessAdjustment = 0.65
ClearCoatThickness = 0.4
SpecularMult = 0.4
AmbientSpecular = 1       
AmbientSpecularEXP = 160


[Material_CarPaint]
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.06
PROP_... = resolution, 4096,2160

[CustomEmissive_0]
Meshes = Material #45
Resolution = 4096,4096
DashHighlightColor=1,0,0
@ = AlphaFromTxDiffuse
@ = CustomEmissive_UseDiffuseLuminocity, From = 0.1, To = 0.5, SkipDiffuseMap = 0
@ = CustomEmissive_Rect, Channel = 0, Start = 0, Size = $Resolution
@ = DashHighlight

[CustomEmissive_1]
MATERIALS = leather_coarse_LGL|centerconsolestructure_a,badge,gls_CH1_Custom_a,keyhole_002_FFFFFFFF,Material #46,Material #288,signs_bmw_glow,SamsungA30-1,Paspas,speaker_001,Motorsport_1,ataberkozerworks,INT_symbols_emissive|dashstructurebezels_a,plastic_embossed_alpha,plastic_textured_001,leather_coarse_MGL,leather_coarse_HGL|seatr_a,plastic_textured_001|pillartrim_a,seat_belt_002,light_interieur,Stiker_on,gls_window,INT_symbols_emissive|gaugepod_a,glassltl_a_012,glassltl_a_008,gls_window_interior,blackGlass,gls_CH1_Custom,brakes,plastic_RGH|wiperrear_a,rubber_smooth,defrostlines,defrostlines_a,plastic_MGL_a,MIRROR_IN,Motorsport_2,plastic_embossed_alpha,Material__45|seatr_a,plastic,chrome_polishedSatin,stitch_001,carpet_001,carpet_002|pillartrim_a,plastic_textured_001|pillartrim_a,Sigara,Cakmak,cakmak2,E36_WHEEL_OEM_2_E36_B2,EXT_TYRES,EXT_PLATE_plastic,plaka_yazi
Resolution = 4096,4096
@ = AlphaFromTxDiffuse
@ = CustomEmissive_UseDiffuseLuminocity, From = 0.1, To = 0.5, SkipDiffuseMap = 0
@ = CustomEmissive_Rect, Channel = 0, Start = 0, Size = $Resolution
@ = DashHighlight

[CustomEmissive_2]
Meshes = speakerdoorlf_a,speakerdoorlf_a_002,m-fresh,misc_a_008,misc_a_012,Plate_LODA,stiker,stiker01,stiker03,stiker02,paspas_arka,paspas_sag,paspas_sol,vites_topuz,centerconsolebezels_a_030,centerstackbezels_a_011,group003,ataberkozerworks,dashstructure_a_032,seatl_a_022,dashstructure_a_014,gaugecluster_a_008,ind_low_002,int_high_02,bmw_850csi_96_cockpit_steering_wheel_badge___77_vertices_100_fa,sag,sag_ic,isiklar,dashstructure_a_030,Material #44,Material #43,Material #42,gls_colored_a,Material #39,Material #40,Material0 #45,Material #36,Material #37,Material #34,Material #33,Material #35,Material #38
Resolution = 4096,4096
DashHighlightColor=1,0,0
@ = AlphaFromTxDiffuse
@ = CustomEmissive_UseDiffuseLuminocity, From = 0.1, To = 0.5, SkipDiffuseMap = 0
@ = CustomEmissive_Rect, Channel = 0, Start = 0, Size = $Resolution
@ = DashHighlight

[CustomEmissive_3]
MATERIALS = speaker_001,Mtrees,gls_opaque|overheadconsole_a,gls_CH1Custom|overheadconsole_a
Resolution = 4096,4096
DashHighlightColor=1,0,0
@ = AlphaFromTxDiffuse
@ = CustomEmissive_UseDiffuseLuminocity, From = 0.1, To = 0.5, SkipDiffuseMap = 0
@ = CustomEmissive_Rect, Channel = 0, Start = 0, Size = $Resolution
@ = DashHighlight

[BASIC]
DIESEL_ENGINE = 0 		

; [LIGHTING]
; INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.02
; INTERIOR_FAKE_UPPER_SHADOW_FADE=0.05

[INCLUDE]
INCLUDE=common/no_popup_lights.ini

[SHADER_REPLACEMENT_...]
MATERIALS = keyhole_005,keyhole_002_FFFFFFFF
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.5
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 0.8
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelNM_UVMult

[SHADER_REPLACEMENT_...]
MATERIALS = INT_symbols_emissive|shifterassy_a,plastic_HGL|shifterassy_a
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.24
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 0.8
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelNM_UVMult

[EXTRA_FX]
MASK_GBUFFER = gls_windsheild,defrostlines_a,gls_window_interior,gls_windsheild_interior,gls_window,defrostlines, gls_window_interior

[DATA] 
DISABLE_LIGHTSINI=1

[LIGHT_BRAKES]
COLOR=1, 0.3, 0, 2
POSITION=0, 0.4, -1.89 
DIRECTION=0, -0.3, -1
MIRROR=0.3
RANGE_FIRSTPERSON=3.0
RANGE_CARS_NEARBY=2.0
RANGE_CARS_DISTANT=7.0
RANGE_GRADIENT_OFFSET=0.1
FADE_FROM=150.0
FADE_TO=180.0
SPOT=100
SPOT_SHARPNESS=0
SPOT_EDGE=0.0, 1.0, 1.0
SPOT_EDGE_SHARPNESS=10.0
BRAKELIGHT_LIGHT_MULT=0.2         ; how bright should be brakelight in headlights role
BRAKELIGHT_LIGHT_RANGE_MULT=0.5   ; distance multiplier
BRAKELIGHT_LIGHT_FADE_MULT=0.7    ; how faster it should fade with distance in headlighs role
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR =30,20,-1, 2
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 8 ; sets frequency for blinking

[DATA] 
DISABLE_LIGHTSINI=1

[LIGHT_HEADLIGHTS]
COLOR=1.7,1.47,1.1,4.5
POPUP_ENABLED=1
POSITION=0.0, 0.48, 2.2       ; position, relative to car, without X component
MIRROR=0.61                ; and here is X: if non-zero, lights merge with distance
DIRECTION=0,-0.2, 5          ; direction for spotlight
RANGE_FIRSTPERSON=490.0       ; range when car is close to camera
RANGE_CARS_NEARBY=130.0        ; range when car is nearby, to avoid blinding
RANGE_CARS_DISTANT=190.0      ; range when car is far away
RANGE_GRADIENT_OFFSET=10.6     ; increase to move gradient further from the camera
FADE_FROM=7ll40.0               ; when to fade until full deactivation, from
FADE_TO=990.0                 ; when to fade, to
SPOT=70                     ; angle of spotlight, in degress
SPOT_SHARPNESS=0           ; how sharp should be spotlight
SPOT_EDGE=0.54, 0.54, 0.54    ; at what point of vertical axis (0–1, where 1 is fully vertical), light should stop
                              ; three numbers are for three color channels, for cheap chromatic abberations effectlll
SPOT_EDGE_SHARPNESS=5.0      ; how sharp should be this limitation
SECOND_SPOT=89.0             ; second spotlight, to lit up areas nearby
SECOND_SPOT_SHARPNESS=0    ; how sharp second spotlight should be
SECOND_SPOT_SKIP=0.1         ; that’s the cheapest move, but you can make it ignore areas nearby to kind of imitate shadows
SECOND_SPOT_RANGE=85.0        ; range of second spotlight
SECOND_SPOT_INTENSITY=0.9    ; intensity of second spotlight
RELATIVE_TO=HEADLIGHT_L,HEADLIGHT_R

[LIGHTING]
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_FAKE_SHADOW_FADE=0.2
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
LIT_MULT=1
SPECULAR_MLT=1

[BOUNCED_HEADLIGHTS]
ACTIVE=1
FADE_AT=200
FADE_SMOOTH=50
FALLOFF=0.3
GRADIENT_OFFSET=0.6
MULT=10, 10, 10, 30
OFFSET=3

[INSTRUMENTS]
FUEL_SPLASH_MULT=-0
HAZARDS_G_THRESHOLD=-1
SPEED_FIX=1
SPEED_LAG=0.85
SPEED_LIMIT=0

[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=glasslhl_a
COLOR=20,2,0, 12
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_LEFT_1]
NAME=sol,sol_002,sag2,sol_amp
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_LEFT_2]
NAME=sag
TOGGLE_VISIBILITY = 0
COLOR=2,20,2, 3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


[EMISSIVE_TURNSIGNAL_LEFT_3]
NAME=glassltl_a_012
TOGGLE_VISIBILITY = 0
COLOR=20,2,0, 20
LAG=0.8
SIMULATE_HEATING=0.5
LOCATION=SIDE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_TURNSIGNAL_LEFT_4]
NAME=dashstructure_a_004
TOGGLE_VISIBILITY = 0
COLOR=2,20,2, 5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_TURNSIGNAL_LEFT_5]
NAME=taillightlbulbs_a_002,headlightlbulbs_a_002
TOGGLE_VISIBILITY = 0
COLOR=2,20,2, 2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=glassrhl_a_004
COLOR=20,2,0, 20
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=FRONT

[EMISSIVE_TURNSIGNAL_RIGHT_1]
NAME=Rear_Right_Blinker
COLOR=20,3,0, 7
LAG=0.8
SIMULATE_HEATING=0.2
LOCATION=REAR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_TURNSIGNAL_RIGHT_2]
NAME=sag_amp,sag01,sag01,sol1
COLOR=20,3,0, 7
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_TURNSIGNAL_RIGHT_3]
NAME=glassrtl_a_012
TOGGLE_VISIBILITY = 0
COLOR=20,2,0, 20
LAG=0.8
SIMULATE_HEATING=0.5
LOCATION=SIDE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


[EMISSIVE_TURNSIGNAL_RIGHT_4]
NAME=sag_ic
COLOR=2,20,2, 3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[LIGHT_TURNSIGNAL_LEFT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.71, 0, 0.69
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
OFF_RANGE_MULT=0.5
POSITION=1.0, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6


[LIGHT_TURNSIGNAL_RIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.71, 0, 0.69
EXTERIOR_ONLY=
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
MIRROR=0
MIRROR_DIRECTION=1
NO_SELF_SPECULAR=1
POSITION=-1.0, 0.66, 2.0
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=140
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_LEFT_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.6, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=1.3, 0.89, -2.3
POSITION=1.3, 0.89, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

[LIGHT_TURNSIGNAL_RIGHT_1]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
DIFFUSE_CONCENTRATION=0.88
DIRECTION=-0.6, 0, -0.88
EXTERIOR_ONLY=0
FADE_AT=60
FADE_SMOOTH=20
INTERIOR_ONLY=0
OFF_POSITION=-1.3, 0.89, -2.3
POSITION=-1.3, 0.89, -2.3
RANGE=2.4
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=175
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.6

--------------------------------------------------------
     ///ODOMETER///

[ODOMETER_MAIN]
MeshName = centerstackbezels_a_006
DIGITAL_ITEM=0
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
TYPE=AMBIENT_TEMP
POSITION=-0.066,-5.010, -0.002
SIZE=0.014
COLOR=300,40,20,90
INTENSITY=5.0
FONT=digital_mid
VERSION=2
ALIGN=RIGHT
Parent = COCKPIT_HR

[ODOMETER_MAIN]
DIGITAL_ITEM=1
DIGITAL_ITEM_NUMBER_FORMAT=06.0
UPPER_BOUND=999999
; add zero to add leading zeros

[ODOMETER_TRIP]
DIGITAL_ITEM=2
DIGITAL_ITEM_NUMBER_FORMAT=06.1
UPPER_BOUND=9999



------------------------------------------------------------------


[EMISSIVE_REVERSE_0]
NAME = glassltl_a_008,glassrtl_a_008 ; name (one or more) of a mesh to glow
COLOR = 100, 90, 80,0.2          ; glowing color if condition is met
LAG = 0.83                   ; with zero, turns on and off immediately
SIMULATE_HEATING = 0.5      ; adds heating effect, going through orange tint while turning on and off
LOCATION = REAR             ; light location used for damage and light guessing, default value depends on type
ACT_AS_HEADLIGHTS = 1       ; if set to 1, emissiveness is raised when camera is caught in car’s headlights


[LIGHT_REVERSE_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=1, 1, 1, 3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, 0, -1
EXTERIOR_ONLY=1
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=0
MIRROR=0.44832
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
POSITION=0, 0.8, -2.8
RANGE=3
RANGE_GRADIENT_OFFSET=0.5
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=155
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=0
SPOT_SHARPNESS=0.4


[EMISSIVE_EXTRA_B_0] Park
BIND_TO_EXTRA_B=1
NAME =headlightr_a_008,glasslhl_a,glassfenderssidemarkers_a_002,fenderssidemarkers_a,headlightl_a_002,headlightrbulbs_a_002,headlightr_a_002,glassrhl_a_004,headlightl_a_008,sag01,sol1,sag_amp,sol,sol_002,sol_amp
COLOR=3.5,1.5,0,9 
REPEAT_FREQENCY_HZ=1.0
REPEAT_FREQENCY_HAZARDS_HZ=50.0
BIND_TO_HEADLIGHTS=0
LAG=0.8
SIMULATE_HEATING=0.6
LOCATION=FRONT

[EMISSIVE_EXTRA_B_1] Park
BIND_TO_EXTRA_B=2
NAME =headlightrbulbs_a_002,headlightlbulbs_a_002,sol_amp,sag_amp
COLOR=3.5,1.5,0,29 
REPEAT_FREQENCY_HZ=1.0
REPEAT_FREQENCY_HAZARDS_HZ=50.0
BIND_TO_HEADLIGHTS=0
LAG=0.8
SIMULATE_HEATING=0.6
LOCATION=FRONT

[EMISSIVE_EXTRA_B_1] Park
BIND_TO_EXTRA_B=2
NAME = glassrhl_a_004,glasslhl_a,headlightr_a_002,headlightl_a_002
COLOR=3.5,1.5,0,29 
REPEAT_FREQENCY_HZ=1.0
REPEAT_FREQENCY_HAZARDS_HZ=50.0
BIND_TO_HEADLIGHTS=0
LAG=0.8
SIMULATE_HEATING=0.6
LOCATION=FRONT

[EMISSIVE_EXTRA_A_1]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=glasslfl_a_002, glassrfl_a_002
COLOR=50,40,12, 1
LAG=0.8
SIMULATE_HEATING=0.6
LOCATION=FRONT

[EMISSIVE_EXTRA_A_2]
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=0
NAME=fog_light_warning
COLOR=1,3,1, 0.7
LAG=0.2
SIMULATE_HEATING=0.5
LOCATION=INTERIOR

[EMISSIVE_EXTRA_A_3]
BIND_TO_EXTRA_A=1
BIND_TO_HEADLIGHTS=0
NAME=front__light_ext
COLOR=2,1,0,1
LAG=0.8
SIMULATE_HEATING=0.6
LOCATION=FRONT

[LIGHT_EXTRA_0] 
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=100,70,45, 0.6
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.6
POSITION=0.0,0.2001614,2.27723 ;links hoch vor
DIRECTION=0.2,0,0.78 ;0,-0.5,1
RANGE=12
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=100
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=0

[EMISSIVE_OPENDOORS_0]
NAME=ind_gurt_002
COLOR=2,0.3,0.3, 5
LAG=0.5
SIMULATE_HEATING=0.6
LOCATION=NONE

[EMISSIVE_...]
NAME=ind_pad_002, ind_airbag_002
BIND_TO=STALLED 
COLOR=25,0 ,0 , 3
LAG=0.3

[EMISSIVE_...]
NAME=BMW_check_engine_warning
BIND_TO=STALLED 
COLOR=25,10 ,0 , 3
LAG=0.3

[EMISSIVE_ENGINE_DAMAGE_0]
NAME=ind_oil01
COLOR=30,1,3
ENGINE_LIFE_THRESHOLD=500
LAG=0.2

[EMISSIVE_ENGINE_DAMAGE_1]
NAME=ind_oil_002
COLOR=30,1,0.5
ENGINE_LIFE_THRESHOLD=800
LAG=0.2

[EMISSIVE_ENGINE_DAMAGE_2]
NAME=ind_engine_002
COLOR=30,10,0.5
ENGINE_LIFE_THRESHOLD=200
LAG=0.2

[EMISSIVE_BATTERY_0]
NAME=ind_battery_002
COLOR=30,3,3
LAG=0.2

[EMISSIVE_ABS_0]
NAME=ind_abs_002
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=40,20,4, 0.5
LAG=0.2

[EMISSIVE_...]
NAME=warning_fuel_002
TOGGLE_VISIBILITY = 1
COLOR=40,12,0, 2
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Plane002
TOGGLE_VISIBILITY = 1
COLOR=40,28,0,1
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_HAZARD_0]
NAME=isiklar
COLOR=70,0,-5,2
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.2

[EMISSIVE_HAZARD_1]
NAME=isiklar_002
COLOR=70,0,-5,2
FALLBACK_HEADLIGHTS_COLOR=0,0,0
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=ind_brake_red_002
TOGGLE_VISIBILITY = 0
COLOR=20,0.2,0, 4
LAG=0.2

[EMISSIVE_LIGHT_2]
NAME=vites_topuz,gaugecluster_a_008,centerstackbezels_a_012,centerstackbezels_a_011,centerconsolebezels_a_030
TOGGLE_VISIBILITY = 0
BIND_TO_HEADLIGHTS=1
COLOR=1,0,0,2.5
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0


[EMISSIVE_LIGHT_3]
NAME=arrow_speed_002,arrow_rpm_002,dashstructure_a_028,arrow_fuel
TOGGLE_VISIBILITY = 0
BIND_TO_HEADLIGHTS=1
COLOR=1,0,0, 5
LAG=0.8
SIMULATE_HEATING=0.5
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_4]
NAME=taillightr_a_004,taillightl_a_004,glassltl_brzdaleva,glassrtl_brzdaprava,glassltl_obrysleva,glassrtl_obrysprava,taillightlbulbs_a,taillightl_a_010,taillightr_a_010
BIND_TO_HEADLIGHTS=1
COLOR=15,5,2.3, 13
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=0
INPUT_THRESHOLD = 0.95


[EMISSIVE_LIGHT_5]
NAME=headlightl_a_006,headlightr_a_006,headlightl_levatlumena,headlightr_pravatlumena,headlightlbulbs_a,headlightrbulbs_a
BIND_TO_HEADLIGHTS=1
COLOR=40,40,40, 28
LAG=0.7
SIMULATE_HEATING=0.4
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_6]
NAME=ind_low_002
TOGGLE_VISIBILITY = 0
BIND_TO_HEADLIGHTS=1
COLOR=2,20,2, 1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=NONE
CAST_LIGHT=0
CLUSTER_THRESHOLD=0

[EMISSIVE_LIGHT_7]
NAME=oil_service_light(red),oil_service_light(yellow),oil_sevice_light
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=-1,3,-1, 0.0
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_8]
NAME=hud
BIND_TO_HEADLIGHTS=1
COLOR=1,0.2,0.33, 0.7
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_9]
NAME=headlightl_a,headlightr_a
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1, 0
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_10]
NAME=headlightlbulbs_a,headlightrbulbs_a
BIND_TO_HEADLIGHTS=1
COLOR=2.5,2.3,2.3, 320.5
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_11]
NAME=cockpit_interior_digital_gauge
BIND_TO_HEADLIGHTS=1
COLOR=1,1,0,2
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_12]
NAME=oil service
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=-1,3,-1, 1
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_13]
NAME=oil_light_service_yelow
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=3,3,-1, 1
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_14]
NAME=oil_light_service_red
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=1,-1,-1, 1
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_15]
NAME=rpm_emissive, Speed_Needle, Fuel_Needle, TEMP_Needle
BIND_TO_HEADLIGHTS=1
COLOR=5,0.2,-1,6
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_16]
NAME=projector_Lights
TOGGLE_VISIBILITY = 0
BIND_TO_HEADLIGHTS=1
COLOR=120,80,100, 2
LAG=0.8
SIMULATE_HEATING=0.5
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_17]
NAME=ring_projector
TOGGLE_VISIBILITY = 0
BIND_TO_HEADLIGHTS=1
COLOR=10,10,10, 0.5
LAG=0.8
SIMULATE_HEATING=0.5
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_18]
NAME=INT_Decals_SUB2, INT_Decals_SUB1, INT_Decals_SUB3, INT_Decals_SUB4, INT_Decals_SUB5, INT_Decals_SUB0, Right_Stalk_Decals, Left_Turnsignal_Stalk_Decals, Decal_INT_Light_Knob
BIND_TO_HEADLIGHTS=1
COLOR=3,2.2,0, 3
LAG=0.8
SIMULATE_HEATING=0.5
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_19]
NAME=Center_Console_Screens_SUB1, Center_Console_Screens_SUB0
TOGGLE_VISIBILITY = 0
BIND_TO_HEADLIGHTS=1
COLOR=5,4,0, 0.3
LAG=0.8
SIMULATE_HEATING=0.5
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_20]
NAME=Gear_Pattern
BIND_TO_HEADLIGHTS=1
COLOR=1.5,0.6,0.5, 2
LAG=0.8
SIMULATE_HEATING=0.5
LOCATION=NONE
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_21]
NAME=centerstackbezels_a_006
BIND_TO_HEADLIGHTS=1
COLOR=0.7,0.8,0,0.6
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_22]
NAME=Arrow_light_RPM, Arrow_light_MPH, Arrow_light_FUEL, Arrow_light_TEMP
BIND_TO_HEADLIGHTS=1
COLOR=1,0.4,0.33, 30.6
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_23]
NAME=Headlights_Housing, E36coupe_body_SUB11
BIND_TO_HEADLIGHTS=1
COLOR=0.8,0.5,0.2, 0.04
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5


[EMISSIVE_LIGHT_24]
NAME=RPM_Needle_Clear, Speed_Needle_Clear, TEMP_Needle_Clear, Fuel_Needle_Clear
BIND_TO_HEADLIGHTS=1
COLOR=1,0.4,0.33, 30.6
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_25]
NAME=samsung galaxy a30_002,group003a
BIND_TO_HEADLIGHTS=1
COLOR=1,1,1,0.85
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_26]
NAME=
BIND_TO_HEADLIGHTS=1
COLOR=1,0,0,0.4
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_27]
NAME=trunk_a_008
BIND_TO_HEADLIGHTS=1
COLOR=4.3,2,1,150
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_28]
NAME=hud
BIND_TO_HEADLIGHTS=1
COLOR=1,0.2,0.33, 0.7
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_29]
NAME=oil_light_service_red_002
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=-1,3,-1, 1
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

[EMISSIVE_LIGHT_30]
NAME=oil_light_service_yelow_002,oil service_002
TOGGLE_VISIBILITY = 1
BIND_TO_HEADLIGHTS=1
COLOR=-1,3,-1, 1
LAG=0.7
SIMULATE_HEATING=0.4
LOCATION=INTERIOR
CAST_LIGHT=1
CLUSTER_THRESHOLD=0.5

-------------------------------- NAV --------------------------------
[INCLUDE: android_auto/config.ini]
[Display_AndroidAuto]
Meshes = group003a
Resolution = 1130, 760 
Offset = 58, 30
Display_ExtraShape, P0 = "0.128, 0.947, 0.472", P2 = "-0.122, 0.948, 0.436", P3 = "-0.121, 0.857, 0.402", P4 = "0.134, 0.855, 0.438"
Size = 1013, 697  
aftermarketComponent = 1

[EXTRA_FX]
GLASS_FILTER = GEO_display_COMM       ; reduce ghostiness of the display
SKIP_GBUFFER = center_interior_glass  ; if display is covered by glass, improve look and performance by removing it from G-buffer pass

[INCLUDE: common/materials_interior.ini]
[Material_DigitalScreen]  ; set digital screen material
Materials = INT_displays_COMM
ScreenScale = 300
ScreenAspectRatio = 0.9
MatrixType = TN

[EMISSIVE_BRAKE_0]
NAME=glassltl_a_010,glassrtl_a_010,taillightl_a_012,taillightr_a_012
COLOR=10,1.0,0.4,40
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=1
INPUT = BRAKE

[EMISSIVE_BRAKE_1]
NAME=,taillightchmsl_brzdastred,taillightchmsl_a_002,taillightchmsl_a_006
COLOR=10,1.0,0.2, 20
FALLBACK_HEADLIGHTS_COLOR =0,0,0
CAST_LIGHT=0
ACT_AS_HEADLIGHTS=1
INPUT = BRAKE

[EMISSIVE_HIGHBEAM_0]
NAME=headlightl_a_010,headlightr_a_010
ACT_AS_HEADLIGHTS=1
COLOR=27,26,29, 5
LAG=0.7
SIMULATE_HEATING=0.5

[EMISSIVE_HIGHBEAM_1]
NAME=ind_high_002
ACT_AS_HEADLIGHTS=1
COLOR=0.1,2,10,10

[PARTICLES_FX_EXHAUST_0]
POSITION=0.4125293,0.2256254,-2.141859
DIRECTION=0.0844214,0.0500838,-0.9179287
SPREAD = 0.3
GROW = 0.2
LIFE = 1, 3
SPEED = 2.1, 2.1
INTENSITY = 0.2, 0.2
TEMPERATURE_THRESHOLD = 1
SPEED_THRESHOLD = 5, 40


[PARTICLES_FX_EXHAUST_1]
POSITION=0.3325293,0.2256254,-2.141859
DIRECTION=0.0844214,0.0500838,-0.9179287
SPREAD = 0.3
GROW = 0.2
LIFE = 1, 3
SPEED = 2.1, 2.1
INTENSITY = 0.2, 0.2
TEMPERATURE_THRESHOLD = 1
SPEED_THRESHOLD = 5, 40

[INSTRUMENTS]
RPM_VINTAGE =1 ; set to 1 to enable the whole thing
RPM_VINTAGE_ROUND_TO = 0 ; to what RPMs needle should snap
RPM_VINTAGE_DELAY = 0.11 ; delay between updates
RPM_VINTAGE_SPEED_LAG = 0.86 ; inertia value, from 0 to 1 (needle won’t move with 1)
RPM_VINTAGE_LIMIT = 0 ; set to some

[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 

---------------------------------------------------------------------------------------------------------------
				///CLUSTER_EMISSIVE

HeatingMult = 1
TurningLightsLag = 0.7
ReverseLightsLag = 0.8
HeadlightsLag = 0.85

[TYRES_FX]
DAMAGE_FLAT_SPOT_DEBUG = 0   ; set it to 1 to get damaged tyres from the start
FLEX_MULT = 12.0              ; how far a tyre should be skewed



[CustomEmissive_0]
Meshes= 
@MIXIN = Headlights, Channel = 0, INPUT = LIGHT, CastingLight, Color = 4,2,2 Location = FRONT, Lag = 0.75 

[CustomEmissive_1]
Meshes=EXT_Taillights
@MIXIN = ParkingLights, Channel = 0, CastingLight, Color = 0.7, 0, 0, Location = REAR

[CustomEmissive_2]
Meshes=EXT_Taillights
@MIXIN = ParkingLights, Channel = 2, CastingLight, Color = 0.7, 0, 0, Location = REAR

[CustomEmissive_3]
Meshes=EXT_Taillights_Brake
@MIXIN = BrakingLights, Channel = 1, CastingLight, Color = 0.8, 0, 0, Location = REAR

[CustomEmissive_4]
Meshes= EXT_Taillights_Brake
@MIXIN = BrakingLights, Channel = 3, CastingLight, Color = 0.8, 0, 0, Location = REAR

[CustomEmissive_5]
Meshes=EXT_Taillights
@MIXIN = BrakingLights, Channel = 4, CastingLight, Color = 0.8, 0, 0, Location = REAR

[CustomEmissive_6]
Meshes=EXT_Taillights_Reverse
@MIXIN = ReverseLights, Channel = 2, Location = REAR

[CustomEmissive_7]
Meshes= EXT_Taillights_Signal_L, EXT_Taillights_Signal_R
@MIXIN = TurningLights, Channel = 3

[CustomEmissive_8]
Meshes=EXT_Glass_Lights_SUB_04
@MIXIN = TurningLightsFront, Channel = 3, Location = FRONT

[CustomEmissive_9]
Meshes=EXT_Glass_Lights_SUB_02
@GENERATOR = _DashIndicator_Emissive, Channel = 2, Input = EXTRA_A, NotCastingLight, Color = "3, 0.6, 0", Location = FRONT

[CustomEmissive_10]
Meshes=EXT_Glass_Lights_SUB_03
@GENERATOR = _DashIndicator_Emissive, Input = EXTRA_B, NotCastingLight,Color = 10,10,1

[CustomEmissive_11]
Meshes= ceiling_square_glass, ceiling_circle_glass, ceiling_square_2_glass, dashpad_a_SUB13
@GENERATOR = _DashIndicator_Emissive, Input = EXTRA_C, NotCastingLight,Color = 10,10,10

[CustomEmissive_12]
Meshes= glassltl_brzdaleva,glassrtl_brzdaprava 
@MIXIN = FogLightsRear, Input = EXTRA_A, Channel = 0, Location = REAR

[CustomEmissive_13]
Meshes=EXT_Glass_Lights_SUB_01
@GENERATOR = _DashIndicator_Emissive, Input = HIGHBEAM, Color = "8, 6.5, 5", Lag = 0.85

[BRAKEDISC_FX]
AMBIENT_MULT=0.6
REFLECTION_MULT=8
RIM_INTERNAL_RADIUS=0.06
SIMPLIFY_NORMALS_K=0.9
DISC_INTERNAL_RADIUS_SHARPNESS=250

[BRAKEDISC_FX_FRONT]
DISC_INTERNAL_RADIUS=0.105

[BRAKEDISC_FX_REAR]
DISC_INTERNAL_RADIUS=0.101

[SHADOWED_WHEELS]
ANGLE=5
OFFSET=0.01
WIDTH=0.07

[AUDIO_PITCH]
ENGINE_EXT = 0.79
ENGINE_INT = 0.79
GEAR_EXT = 0.0
GEAR_INT = 0.0
BODYWORK = 1.0
WIND = 0.9
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 0.0
BACKFIRE_EXT = 0
BACKFIRE_INT = 0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 0.79
TURBO = 0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 0.0
SKID_EXT = 1.0
SKID_INT = 1.0

[AUDIO_VOLUME]
ENGINE_EXT = 1
ENGINE_INT = 1
GEAR_EXT = 0.0
GEAR_INT = 0.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 0.0
BACKFIRE_INT = 0.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1.0
TURBO = 0.0
HIT = 1.0
SCRAPE = 1.0
WHEEL = 2.0
SKID_EXT = 1.0
SKID_INT = 1.0

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = dis_citalar,plastic_RGH_LGL|doorlf_a,rubber_smooth_0A0A0AFF,gls_ML_CH1_Ridges_001,plastic_MGL
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 200
PROP_... = fresnelMaxLevel, 0
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 0
PROP_... = detailNormalBlend, 0
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = painted_metal_RGH,plastic_RGH|wiperrear_a
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.13
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.05
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = aski
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = ext_plastic,plastic_RGH_FFB25FFF
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 350
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 2
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = chrome|fenderscustom_a,painted_metal_RGH|fenderscustom_a
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.13
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.15
PROP_... = fresnelEXP, 0.5
PROP_... = fresnelC, 0.06
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = 
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = 
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.07
PROP_... = fresnelEXP, 4.5
PROP_... = fresnelC, 0.014
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution = 4096,2160

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = Material #46
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.5
PROP_... = ksSpecular, 0.8
PROP_... = ksSpecularEXP, 350
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution = 4096,2160

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=Plate_LODA,plakalik_on-1,plakalik_on_002
OFFSET=-0.25, 0.0503, -0.180
RANGE=0.41
RANGE_GRADIENT_OFFSET=-0.0
SPOT=170
SPOT_SHARPNESS=0.8
COLOR=4.3,2,1,3.5
FALLBACK_EMISSIVE=1,1,1,5
; other supported values: TWO_ON_TOP, ONE_ON_TOP, TWO_ON_BOTTOM, ONE_ON_BOTTOM

[SHADER_REPLACEMENT_...]
MATERIALS = plastic_textured_001|centerconsolestructure_a,carpet_002|centerconsolestructure_a
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.45
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0.1
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1
PROP_... = resolution, 4096,2160


[SHADER_REPLACEMENT_...]
MATERIALS = leather_coarse_LGL|centerconsolestructure_a,plastic_textured_001|centerstackstructure_a
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0.1
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 1
PROP_... = resolution, 4096,2160

[SHADER_REPLACEMENT_...]
MATERIALS = plastic_textured_001|shifterassy_a
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.14
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 20
PROP_... = fresnelMaxLevel, 0.03
PROP_... = fresnelEXP, 0.1
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
PROP_... = resolution, 4096,2160

[SHADER_REPLACEMENT_...] ;
MATERIALS = gls_rearGlass,defrostlines,gls_window,gls_windsheild_interior,carPaint
FlakesK = 0.1                ; flakes behavior
BrightnessAdjustment = 1.0   ; 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
ApplyMatteFix = 1            ; apply matte fix: matte done with txMaps would no longer darken diffuse, txMaps would also affect clear coat
ApplyMatteFix = 1.0          ; enabled automatically with third version
NormalsMode = DAMAGE         ; how txNormals is treated: DAMAGE for using them as damage, BASIC for applying them always
DOUBLE_FACE_SHADOW_BIASED = 3

[Material_Glass]
Materials = gls_windsheild,gls_window,gls_rearGlass
FilmIOR = 3.2
ThicknessMult = 3
MaskPass = 0

[SHADER_REPLACEMENT_...] ;
MATERIALS = tlumene,dalkove,Material #283,Material #284,indicators
FlakesK = 0.1                ; flakes behavior
BrightnessAdjustment = 1.0   ; 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
ApplyMatteFix = 1            ; apply matte fix: matte done with txMaps would no longer darken diffuse, txMaps would also affect clear coat
ApplyMatteFix = 1.0          ; enabled automatically with third version
NormalsMode = BASIC         ; how txNormals is treated: DAMAGE for using them as damage, BASIC for applying them always
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = gls_rearGlass,defrostlines,gls_window,gls_windsheild_interior
PROP_... = ksAmbient, 2
PROP_... = ksDiffuse, 2
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 400
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = gls_clear|glassgaugepod_a
PROP_... = ksAmbient, 1
PROP_... = ksDiffuse, 1
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 400
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 55
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = ataberkozerworks
PROP_... = ksAmbient, 1.5
PROP_... = ksDiffuse, 0.5
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.05
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution = 4096,4096

[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = 
PROP_... = ksAmbient, 2.3
PROP_... = ksDiffuse, 0.5
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3


[SHADER_REPLACEMENT_...] ; Leather
MATERIALS = Motorsport_1
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.4
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution = 4096,2160

[SHADER_REPLACEMENT_...]
MATERIALS = jante,jante2
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 500
PROP_... = fresnelMaxLevel, 0.4
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = gls_clear_FFB25FFF,gls_clear,chrome,LeftTurnLight,reverse,LeftTurnLight_FFFFFFFF,Material #283,Material #284
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.30
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.4
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = chrome|hoodbadge_a
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = RightTurnLight
PROP_... = ksAmbient, 0.03
PROP_... = ksDiffuse, 0.10
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 2

[SHADER_REPLACEMENT_...]
MATERIALS = plastic_red
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.10
PROP_... = ksSpecular, 1.5
PROP_... = ksSpecularEXP, 40
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, 5
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 2

[SHADER_REPLACEMENT_...]
MATERIALS = gls_colored_FF5C0099
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.10
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.4
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 2

[SHADER_REPLACEMENT_...]
MATERIALS = gls_CH1_Custom_c,gls_CH1_Custom_59595999
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.10
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.4
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 2

[SHADER_REPLACEMENT_...]
MATERIALS = indicators
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.30
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = gls_CH1_Custom_a
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
Meshes=sag01,sol,sol_002
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 300
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = ksAlphaRef, 120.1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = Material #283,Material #284
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.30
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 300
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 3
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
SHADER = ksPerPixelNM_UVMult
DOUBLE_FACE_SHADOW_BIASED = 2

[SHADER_REPLACEMENT_...]
MATERIALS = gauge_needle|needles_a
PROP_... = ksAmbient, 0.6
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.4
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.1
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
SHADER = ksPerPixelReflection
DOUBLE_FACE_SHADOW_BIASED = 2

[SHADER_REPLACEMENT_...]
MATERIALS = carPaint
PROP_... = ksSpecularEXP, 5500
PROP_... = useDetail, 5500
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution = 4096,2160

[SHADER_REPLACEMENT_...]
MATERIALS = Material #44,Material #43,Material #42,Material #36,Material #37,Material #38,Material #35,Material #33,Material #34,Material #39,Material #40,Material0 #45
PROP_... = ksAmbient, 0.95
PROP_... = ksDiffuse, 0.90
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = FogLight,Headlight,reverse,LeftTurnLight
PROP_... = ksAmbient, 0.95
PROP_... = ksDiffuse, 0.90
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelReflection

[SHADER_REPLACEMENT_...]
MATERIALS = brakeLight
PPROP_... = ksAmbient, 0.95
PROP_... = ksDiffuse, 0.90
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelReflection

[SHADER_REPLACEMENT_...]
MATERIALS = gls_CH1_Custom_FF5C0099,gls_CH1_Custom_c_59595999,gls_CH1_Custom_09595999,gls_CH1_Custom_b_59595999,gls_CH1_Custom_d,,gls_CH1_Custom_a_59595999
PPROP_... = ksAmbient, 0.95
PROP_... = ksDiffuse, 0.90
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelReflection

[SHADER_REPLACEMENT_...]
MATERIALS = gls_colored_FF380399,LeftTurnLight_FFFFFFFF,gls_colored_FF380399
PPROP_... = ksAmbient, 0.95
PROP_... = ksDiffuse, 0.90
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelReflection

[SHADER_REPLACEMENT_...]
MATERIALS = chrome1
PROP_... = ksAmbient, 0.45
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = gls_clear_a,gls_ML_CH1_Ridges_001
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelReflection

[SHADER_REPLACEMENT_...]
MATERIALS = zeroBlack
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelReflection

[SHADER_REPLACEMENT_...]
MATERIALS = HightBeam,headlightl_a_006,headlightr_a_004,HeadLight_FFB25FFF,gls_lightbulb,gls_clear2,gls_clear2,gls_clear1
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.90
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 350
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = tlumene,dalkove
PROP_... = ksAmbient, 0.55
PROP_... = ksDiffuse, 0.50
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.30
PROP_... = fresnelEXP, 0.3
PROP_... = fresnelC, 0
PROP_... = useDetail, 3
PROP_... = detailUVMultiplier, 100

[SHADER_REPLACEMENT_...]
MESHES=  sis_sol,sis_sag
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.40
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 550
PROP_... = fresnelMaxLevel, 0.2
PROP_... = ShadowBiasFixStrength, 1
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 0
PROP_... = detailNormalBlend, 0
PROP_... = diffuseMult,0

[SHADER_REPLACEMENT_...]
MESHES= glasslhl_a,glassrhl_a_004
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.6
PROP_... = fresnelEXP, 0.3
PROP_... = fresnelC, 0
PROP_... = useDetail, 3
PROP_... = detailUVMultiplier, 100

[SHADER_REPLACEMENT_...]
MATERIALS = gls_clear_FFB25FFF,gls_clear3
PROP_... = ksAmbient, 0.55
PROP_... = ksDiffuse, 0.50
PROP_... = ksSpecular, 0.10
PROP_... = ksSpecularEXP, 2060
PROP_... = fresnelMaxLevel, 0.17
PROP_... = ShadowBiasFixStrength, 1
PROP_... = fresnelEXP, 0.3
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
PROP_... = diffuseMult,1

[SHADER_REPLACEMENT_...]
Meshes= glassrhl_a,glasslhl_a_002
PROP_... = ksAmbient, 0.55
PROP_... = ksDiffuse, 0.50
PROP_... = ksSpecular, 0.10
PROP_... = ksSpecularEXP, 2060
PROP_... = fresnelMaxLevel, 0.17
PROP_... = ShadowBiasFixStrength, 1
PROP_... = fresnelEXP, 0.3
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100
PROP_... = diffuseMult,1


[SHADER_REPLACEMENT_...]
MATERIALS = oldhead
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.20
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100

[SHADER_REPLACEMENT_...]
MATERIALS = Material #57
PROP_... = ksAmbient, 0.35
PROP_... = ksDiffuse, 0.20
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.05
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
SHADER = ksPerPixelNM_UVMult
FILL_MISSING_TEXTURES = 1
PROP_... = detailUVMultiplier, 100
PROP_... = detailNormalBlend, 100

[SHADER_REPLACEMENT_...]
MATERIALS = BMW_badge_001|trunkbadge_a
PROP_... = ksAmbient, 0.43
PROP_... = ksDiffuse, 0.43
PROP_... = ksSpecular, 0.4
PROP_... = ksSpecularEXP, 200
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0.7
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3 
PROP_... = resolution, 4096,2160

[SHADER_REPLACEMENT_...]
MATERIALS = BMW_badge_001|hoodbadge_a
PROP_... = ksAmbient, 0.33
PROP_... = ksDiffuse, 0.33
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 200
PROP_... = fresnelMaxLevel, 0.23
PROP_... = fresnelEXP, 0.7
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3 


[SHADER_REPLACEMENT_...]
MATERIALS = tamp_izgara
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.4
PROP_... = ksSpecularEXP, 300
PROP_... = fresnelMaxLevel, 0.04
PROP_... = fresnelEXP, 0.7
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = gls_window_interior,blackGlass
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.12
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 400
PROP_... = fresnelMaxLevel, 1.0
PROP_... = fresnelEXP, 4.0
PROP_... = fresnelC, 0.01
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = brakes
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.12
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 400
PROP_... = fresnelMaxLevel, 1.0
PROP_... = fresnelEXP, 4.0
PROP_... = fresnelC, 0.01
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelReflection
FILL_MISSING_TEXTURES = 1

MATERIALS = carPaint|doorjambrf_a
PROP_... = ksAmbient, 0.338
PROP_... = ksDiffuse, 0.375
PROP_... = ksSpecular, 0.3
PROP_... = ksSpecularEXP, 5500
PROP_... = fresnelMaxLevel, 5.0
PROP_... = fresnelEXP, 5.0
PROP_... = fresnelC, 0.2
PROP_... = useDetail, 5500
PROP_... = detailUVMultiplier, 80
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = smCarPaint
FILL_MISSING_TEXTURES = 1


[SHADER_REPLACEMENT_...]
MATERIALS = plastic_RGH_HGL|gaugepod_a
PROP_... = ksAmbient, 0.04
PROP_... = ksDiffuse, 0.02
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 300
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0.7
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = plastic_HGL
PROP_... = ksAmbient, 0.035
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 300
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0.7
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = Cluster_Display
PROP_... = ksAmbient, 0.10
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 300
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0.7
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = plastic,plastic_embossed_alpha
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 800
PROP_... = fresnelMaxLevel, 0.015
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MESHES   = dashpad_a_008
PROP_... = ksAmbient, 0.005
PROP_... = ksDiffuse, 0.036
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 800
PROP_... = fresnelMaxLevel, 0.015
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3,dashstructure_a_012,dashstructure_a_036

[SHADER_REPLACEMENT_...]
MESHES   = ,dashstructure_a_012,dashstructure_a_036
PROP_... = ksAmbient, 0.005
PROP_... = ksDiffuse, 0.038
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 800
PROP_... = fresnelMaxLevel, 0.015
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3


[SHADER_REPLACEMENT_...]
MESHES   = steeringcolumn_a_004
PROP_... = ksAmbient, 0.03
PROP_... = ksDiffuse, 0.025
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.003
PROP_... = fresnelEXP, 4
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MESHES   = dashstructure_a_020,dashstructure_a_010
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 800
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3


[SHADER_REPLACEMENT_...]
MESHES   = dashstructure_a_026
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 800
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MESHES   = dashstructure_a_023-1
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 200
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, 2.3
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3 

[SHADER_REPLACEMENT_...]
MESHES   = gaugecluster_a
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecular, 0.1
PROP_... = ksSpecularEXP, 700
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MESHES   = gaugecluster_a_008
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.01
PROP_... = ksSpecular, 0.1
PROP_... = ksSpecularEXP, 700
PROP_... = fresnelMaxLevel, 0.04
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = plastic_RGH_LGL|centerstackstructure_a
PROP_... = ksAmbient, 0.16
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 1000
PROP_... = fresnelMaxLevel, 0.015
PROP_... = fresnelEXP, 6
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
SHADER = ksPerPixelNM_UVMult

[SHADER_REPLACEMENT_...]
MATERIALS = tablet2
PROP_... = ksAmbient, 0.43
PROP_... = ksDiffuse, 0.33
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.03
PROP_... = fresnelEXP, 6
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution, 4096,2160

[SHADER_REPLACEMENT_...]
MATERIALS = SamsungA30-1
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.33
PROP_... = ksSpecular, 0.25
PROP_... = ksSpecularEXP, 550
PROP_... = fresnelMaxLevel, 0.03
PROP_... = fresnelEXP, 6
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution, 4096,2160

[SHADER_REPLACEMENT_...]
Meshes= samsung galaxy a30_002
PROP_... = ksAmbient, 0.43
PROP_... = ksDiffuse, 0.33
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 250
PROP_... = fresnelMaxLevel, 0.03
PROP_... = fresnelEXP, 6
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution, 4096,2160

[SHADER_REPLACEMENT_...]
MATERIALS = aluminum_satin
PROP_... = ksAmbient, 1.0
PROP_... = ksDiffuse, 1.0
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 150
PROP_... = fresnelMaxLevel, 0.05
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3


[SHADER_REPLACEMENT_...]
MATERIALS = gls_colored_a,gls_CH1_Custom
PROP_... = ksAmbient, 0.46
PROP_... = ksDiffuse, 0.46
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 200
PROP_... = fresnelMaxLevel, 0.43
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = gls_colored
PROP_... = ksAmbient, 0.55
PROP_... = ksDiffuse, 0.6
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 200
PROP_... = fresnelMaxLevel, 0.5
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = E36_WHEEL_OEM_2_E36_B2
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.34
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 200
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0.7
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = gls_CH1Custom|overheadconsole_a,gls_opaque|overheadconsole_a
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = Paspas
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.24
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 140
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
PROP_... = resolution, 1920, 1080

[SHADER_REPLACEMENT_...]
MATERIALS = plaka_yazi
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.4
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 500
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
PROP_... = resolution, 1920, 1080

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_PLATE_plastic
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.13
PROP_... = fresnelEXP, 2.0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = aluminum_satin
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.2
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 1.0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = INT_symbols_emissive,int_symbols,INT_symbols_emissive|dashstructurebezels_a
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.015
PROP_... = fresnelEXP, 6
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
Resolution = 1920, 1080

[SHADER_REPLACEMENT_...]
MATERIALS = Material #288
PROP_... = ksAmbient, 1.0
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.5
PROP_... = ksSpecularEXP, 300
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = plastic_embossed_alpha|vents_a
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 400
PROP_... = fresnelMaxLevel, 0.015
PROP_... = fresnelEXP, 6
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = Stiker_on
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 500
PROP_... = fresnelMaxLevel, 0.04
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
SHADER = ksPerPixelNM_UVMult
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = lpframe
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 800
PROP_... = fresnelMaxLevel, 0.06
PROP_... = fresnelEXP, 0.6
PROP_... = fresnelC, 0.6
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = backfacinggeo
PROP_... = ksAmbient, 0
PROP_... = ksDiffuse, 0
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 800
PROP_... = fresnelMaxLevel, 0.0
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = Motorsport_2 
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.23
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.3
PROP_... = fresnelEXP, 1.0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = speaker_001
PROP_... = ksAmbient, 0.25
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 500
PROP_... = fresnelMaxLevel, 0.005
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = rubberTrim|doorlf_a,plastic_MGL_a,rubber_smooth,plastic_RGH
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 0
PROP_... = detailNormalBlend, 0
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = matte_colors
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 300
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 0
PROP_... = detailNormalBlend, 0
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
MATERIALS = EXT_TYRES
PROP_... = ksAmbient, 0.5
PROP_... = ksDiffuse, 0.7
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 300
PROP_... = fresnelMaxLevel, 0.04
PROP_... = fresnelEXP, 2
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 0
PROP_... = detailNormalBlend, 0
DOUBLE_FACE_SHADOW_BIASED = 3

[BRAKEDISC_FX]
AMBIENT_MULT=1
REFLECTION_MULT=3
RIM_INTERNAL_RADIUS=0.06
SIMPLIFY_NORMALS_K=0.7
DISC_INTERNAL_RADIUS_SHARPNESS=250


[SHADER_REPLACEMENT_...]
MATERIALS = siyahhh
PROP_... = ksAmbient, 0
PROP_... = ksDiffuse, 0
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 0
PROP_... = fresnelMaxLevel, 0
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 0
PROP_... = detailUVMultiplier, 0
PROP_... = detailNormalBlend, 0
DOUBLE_FACE_SHADOW_BIASED = 3

[EMISSIVE_EXTRA_A_0]
BIND_TO_EXTRA_A=0
BIND_TO_HEADLIGHTS=0
NAME=sisler,sis_sag,sis_sol
COLOR=16,16,16, 10
LAG=0.6
SIMULATE_HEATING=0.2
LOCATION=FRONT

[LIGHT_EXTRA_2] 
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=100,100,100, 0.8
LAG=0.8
SIMULATE_HEATING=0.6
DIFFUSE_CONCENTRATION=1
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
FADE_AT=100
FADE_SMOOTH=5
MIRROR=0.6
POSITION=0.0,0.2001614,2.27723 ;links hoch vor
DIRECTION=0.2,0,0.78 ;0,-0.5,1
RANGE=12
RANGE_GRADIENT_OFFSET=0.5
SPECULAR_MULT=3
SPOT=100
SPOT_SHARPNESS=0.2
VOLUMETRIC_LIGHT=0

[EMISSIVE_OPENDOORS_0]
NAME=ind_gurt_002
COLOR=2,0.3,0.3, 5
LAG=0.5
SIMULATE_HEATING=0.6
LOCATION=NONE

[EMISSIVE_...]
NAME=ind_pad_002, ind_airbag_002, 
BIND_TO=STALLED 
COLOR=25,0 ,0 , 3
LAG=0.3

[EMISSIVE_...]
NAME=BMW_check_engine_warning
BIND_TO=STALLED 
COLOR=25,10 ,0 , 3
LAG=0.3

[EMISSIVE_ENGINE_DAMAGE_0]
NAME=ind_oil01
COLOR=30,1,3
ENGINE_LIFE_THRESHOLD=500
LAG=0.2

[EMISSIVE_ENGINE_DAMAGE_1]
NAME=oil_check
COLOR=30,1,0.5
ENGINE_LIFE_THRESHOLD=800
LAG=0.2

[EMISSIVE_ENGINE_DAMAGE_2]
NAME=ind_engine_002
COLOR=30,10,0.5
ENGINE_LIFE_THRESHOLD=200
LAG=0.2

[EMISSIVE_BATTERY_0]
NAME=ind_battery_002
COLOR=30,3,3
LAG=0.2

[EMISSIVE_ABS_0]
NAME=ind_abs_002
TOGGLE_VISIBILITY = 0
COLOR=0
OFF_COLOR=40,20,4, 0.5
LAG=0.2

[EMISSIVE_...]
NAME=warning_fuel_002
TOGGLE_VISIBILITY = 1
COLOR=40,12,0, 2
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_...]
NAME=Plane002
TOGGLE_VISIBILITY = 1
COLOR=40,28,0,1
INPUT=FUEL
INPUT_THRESHOLD = 10
INPUT_THRESHOLD_INVERSE = 1
LAG=0.2

[EMISSIVE_HAZARD_0]
COLOR=40,0.3,0,6
NAME=WARNING_HAZARDS
FALLBACK_HEADLIGHTS_COLOR=40,1,0, 0.6
LAG=0.2

[EMISSIVE_HANDBRAKE_0]
NAME=ind_brake_red_002
TOGGLE_VISIBILITY = 0
COLOR=20,0.2,0, 4
LAG=0.2

[EMISSIVE_HIGHBEAM_3]
NAME=headlightl_a_010,headlightr_a_010,headlightl_a_004,headlightr_a_004
ACT_AS_HEADLIGHTS=1
COLOR=40,40,40, 30
LAG=0.7
SIMULATE_HEATING=0.5

[EMISSIVE_HIGHBEAM_1]
NAME=int_high_02
ACT_AS_HEADLIGHTS=1
COLOR=0.1,2,10,10

[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

[SMART_MIRROR]
DISALLOW_MAPPING_NORMALIZATION=0
DISALLOW_REAR_MIRROR=0
DISALLOW_REFLECTION_TILTING=0
SHAKING=0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                             
LINE_FROM=-0.707, 0.492, 0.604
LINE_TO=0.707, 0.492, 0.604
BIND_TO_EXTRA_C=1
COLOR=4.3,2,1,5
DIFFUSE_CONCENTRATION=0.02
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.85
RANGE_GRADIENT_OFFSET=0.01
SPOT=150
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1, .10
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS=1                             
LINE_FROM=-95.307, -4.492, -5.604
LINE_TO=4.707, 0.492, -0.204
BIND_TO_EXTRA_C=1
COLOR=4.3,2,1,5
DIFFUSE_CONCENTRATION=0.02
FADE_AT=250
FADE_SMOOTH=50
RANGE=0.85
RANGE_GRADIENT_OFFSET=0.01
SPOT=1530
SPOT_SHARPNESS=0.0
SPECULAR_MULT=.2
DIRECTION=0, -1, .10
SELF_LIGHTNING=1
INTERIOR_ONLY = 1

[Material_Metal_v2]
Materials = ak
Smoothness = 0.80
Metalness = 0.65
Reflectance = 0.89
BrightnessAdjustment = 0.31
CubemapReflectionBlur = 0
HasDetailNormals=1

[Material_Metal_v2]
Materials = keyhole_005
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 1.5
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 0.7
BrightnessAdjustment = 1.01
Metalness = 0.5
Reflectance = 0.2
LocalReflectionsSharpness = 0.2
DetailScale=1

[Material_Metal_v2]
Materials = keyhole_002
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.8
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 0.8
BrightnessAdjustment = 1.0
Metalness = 0.8
Reflectance = 0.65
LocalReflectionsSharpness = 2.5
DetailScale=2

[Material_PhotoelasticGlass]
Materials = gls_clear_FFB25FFF,gls_clear3,gls_CH1_Custom_a
FilmIOR=2
ThicknessMult = 5
MaskPass = 3
MaskPassColor = 0,0,0
PhotoelasticityMult = 0.6  ; doesn’t look good if too high
ProfileFix = 0.08          ; a bit thicker edge
BrightnessAdjustment = 0.01    ; set to alter brightness
PhotoelasticityBaseScale =15      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.5  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.4   ; spots for limiting effect 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

[Material_Velvet_v2] 
Materials = seat_belt_002
ColorSource=DIFFUSE
DetailScale = 4.1
Brightness= 1
ApplyTilingFix=1
OcclusionMult=1
DetailNormalBlend = 5.2

[WIPERS_TRACE_...]
SURFACE = wipers_a_002,wipers_a
WIPERS = WIPER_LEFT_RUBBER, WIPER_RIGHT_RUBBER,WIPER_LEFT_BASE,WIPER_RIGHT_BASE

[Material_Plastic_v2]
Materials= gls_ML_CH1_Ridges_001,plastic_MGL,painted_metal_RGH,plastic_RGH|wiperrear_a,matte_colors,matte_colors,plastic_RGH_FFB25FFF,dis_citalar,plastic_RGH,plastic_RGH_LGL|doorlf_a,tamp_izgara,rubber_smooth_0A0A0AFF,plastic_MGL_a
Smoothness = 0.5
OcclusionMap=0.525
Reflectance = 0.13
DetailScale= 215
ApplyTilingFix=1
DetailNormalIntensity=1
BrightnessAdjustment =0.05

[Material_Plastic_v2]
Materials= frame,black,black_plastic,cast_aluminum,Material #289
Smoothness = 0.1
OcclusionMap=0.2
Reflectance = 0.1
DetailScale= 0
ApplyTilingFix=1
DetailNormalIntensity=1
BrightnessAdjustment =0.05

[Material_Plastic_v2]
Materials = EXT_TYRES
BrightnessAdjustment = 0.07
Reflectance = 0.1
LocalReflectionsSharpness = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 1.5
DetailNormalBlend = 0.4
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 4
DetailTextureBlur = 2

[Material_Plastic_v2]
Meshes=floor_a_032,floor_a_014,doorcardlf_a_012,misc_a_016,doorhandlelf_a_018,trunkliner_a__slod_016 
Smoothness = 0.5
OcclusionMap=0.65
Reflectance = 0.05
DetailScale= 215
ApplyTilingFix=1
DetailNormalIntensity=1
BrightnessAdjustment =0.05

[Material_Plastic_v2]
Meshes=floor_a_012
Smoothness = 0.2
OcclusionMap=0.65
Reflectance = 0.025
DetailScale= 215
ApplyTilingFix=1
DetailNormalIntensity=1
BrightnessAdjustment =0.05

[Material_Velvet_v2] 
Meshes=misc_a_014,misc_a_002,doorjamblf_a_006
ColorSource=DIFFUSE
DetailScale = 4.1
Brightness= 0.6
ApplyTilingFix=1
OcclusionMult=1
DetailNormalBlend = 5.2
ShadowBiasFixStrength= 1

[Material_Metal_v2]
Meshes=egzoz-1
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 0.3
BrightnessAdjustment = 1.0
Metalness = 0.8
Reflectance = 0.65
LocalReflectionsSharpness = 2.5
DetailScale=2

[Material_Metal_v2]
Meshes=rearseats_a_004,seatbeltl_a
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.1
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 1.5
BrightnessAdjustment = 1.0
Metalness = 0.8
Reflectance = 0.65
LocalReflectionsSharpness = 2.5
DetailScale=44

[Material_Metal_v2]
Meshes=dashpad_a
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 1.5
BrightnessAdjustment = 1.0
Metalness = 1.0
Reflectance = 0.65
LocalReflectionsSharpness = 2.5
DetailScale=44

[SHADER_REPLACEMENT_...]
Meshes= speakerdoorlf_a_004
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.05
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 800
PROP_... = fresnelMaxLevel, 0.015
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3


[Material_Metal_v2]
Meshes=ic_sticker_002
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 1.5
BrightnessAdjustment = 1.0
Metalness = 1.0
Reflectance = 0.65
LocalReflectionsSharpness = 2.5
DetailScale=44

[Material_Metal_v2]
Meshes=headlightl_a_002,headlightl_a_008,headlightr_a_002,headlightr_a_008
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 1.5
BrightnessAdjustment = 1.0
Metalness = 0.8
Reflectance = 1.60
LocalReflectionsSharpness = 2.5
DetailScale=44

[Material_Metal_v2]
Meshes=sag2,sol1,seatl_a_020
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 1.5
BrightnessAdjustment = 1.0
Metalness = 1.0
Reflectance = 0.65
LocalReflectionsSharpness = 2.5
DetailScale=44

[Material_Metal_v2]
Meshes=steeringcolumn_a
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.6
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 1.5
BrightnessAdjustment = 1.0
Metalness = 0.7
Reflectance = 0.65
LocalReflectionsSharpness = 2.5
DetailScale=44

[Material_Metal_v2]
Meshes=floor_a_002
PROP_... = ksAmbient, 0.7
PROP_... = ksDiffuse, 0.6
PROP_... = ksSpecular, 1.0
PROP_... = ksSpecularEXP, 550
OcclusionMap = 0.5
BrightnessAdjustment = 1.0
Metalness = 1.7
Reflectance = 0.65
LocalReflectionsSharpness = 2.5
DetailScale=44

[SHADER_REPLACEMENT_...]
MATERIALS = carpet_002|centerconsolestructure_a,plastic_a|gaugepod_a,Material #45,leather_coarse_HGL,plastic_textured_001_Light_grey,plastic_textured_001|gaugepod_a,carpet_001,leather_coarse_LGL|visors_aleather_coarse_MGL,leather_coarse_HGL|seatr_a,seat_belt_002,fabric_CH1_custom,leather_embossed_alpha,leather_embossed_alpha|doorcardrf_a,plastic_textured_001
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, 0.1
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 40
PROP_... = ShadowBiasFixStrength, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 40
PROP_... = diffuseMult, 40
SHADER = ksPerPixelNM_UVMult

[SHADER_REPLACEMENT_...]
MATERIALS = leather_coarse_LGL|shifterassy_a,stitch_001|centerconsolestructure_a
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.45
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.02
PROP_... = fresnelEXP, 0.1
PROP_... = fresnelC, 0.1
PROP_... = useDetail, 40
PROP_... = ShadowBiasFixStrength, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 40
PROP_... = diffuseMult, 40
SHADER = ksPerPixelNM_UVMult

[SHADER_REPLACEMENT_...]
Meshes= seatl_a_016,seatl_a_018,seatl_a_028
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 1
PROP_... = fresnelC, 0
PROP_... = useDetail, 10
PROP_... = ShadowBiasFixStrength, 1
PROP_... = detailUVMultiplier, 10
PROP_... = detailNormalBlend, 10
PROP_... = diffuseMult, 10
SHADER = ksPerPixelNM_UVMult

[SHADER_REPLACEMENT_...]
Meshes= rearseats_a_010
PROP_... = ksAmbient, 0.2
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 10
PROP_... = ShadowBiasFixStrength, 1
PROP_... = detailUVMultiplier, 10
PROP_... = detailNormalBlend, 10
PROP_... = diffuseMult, 10
SHADER = ksPerPixelNM_UVMult

[SHADER_REPLACEMENT_...]
MESHES = Plate_LODA
PROP_... = ksAmbient, 0.3
PROP_... = ksDiffuse, 0.3
PROP_... = ksSpecular, 0.6
PROP_... = ksSpecularEXP, 600
PROP_... = fresnelMaxLevel, 0.13
PROP_... = fresnelEXP, 2.0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3

[SHADER_REPLACEMENT_...]
Meshes= plakalik_on-1
PROP_... = ksAmbient, 0.4
PROP_... = ksDiffuse, 0.4
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 500
PROP_... = fresnelMaxLevel, 0.2
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 155
PROP_... = detailNormalBlend, 2.5
DOUBLE_FACE_SHADOW_BIASED = 3
PROP_... = resolution, 1920, 1080

[SHADER_REPLACEMENT_...]
MATERIALS = plastic_glossvariation_plastics_001_diff
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.25
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.005
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 10
PROP_... = ShadowBiasFixStrength, 1
PROP_... = detailUVMultiplier, 10
PROP_... = detailNormalBlend, 10
PROP_... = diffuseMult, 10
SHADER = ksPerPixelNM_UVMult

[SHADER_REPLACEMENT_...]
MATERIALS = leather_coarse_MGL
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.23
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 10
PROP_... = ShadowBiasFixStrength, 1
PROP_... = detailUVMultiplier, 10
PROP_... = detailNormalBlend, 10
PROP_... = diffuseMult, 10
SHADER = ksPerPixelNM_UVMult

[SHADER_REPLACEMENT_...]
MATERIALS = stitch_001
PROP_... = ksAmbient, 0.04
PROP_... = ksDiffuse, 0.23
PROP_... = ksSpecular, 0.2
PROP_... = ksSpecularEXP, 50
PROP_... = fresnelMaxLevel, 0.01
PROP_... = fresnelEXP, 0
PROP_... = fresnelC, 0
PROP_... = useDetail, 10
PROP_... = ShadowBiasFixStrength, 1
PROP_... = detailUVMultiplier, 10
PROP_... = detailNormalBlend, 10
PROP_... = diffuseMult, 10
SHADER = ksPerPixelNM_UVMult

[Material_Velvet_v2] 
Meshes=floor_a_022
ColorSource=DIFFUSE
DetailScale = 4.1
Brightness= 0.3
ApplyTilingFix=1
OcclusionMult=1
DetailNormalBlend = 5.2
ShadowBiasFixStrength= 1
PROP_... = ksAmbient, 0.08
PROP_... = ksDiffuse, 0.08
PROP_... = fresnelC, 0
PROP_... = useDetail, 20
PROP_... = ShadowBiasFixStrength, 1
PROP_... = detailUVMultiplier, 40
PROP_... = detailNormalBlend, 40
PROP_... = diffuseMult, 40
SHADER = ksPerPixelNM_UVMult
