[INCLUDE: common/materials_interior.ini]

[INCLUDE: common/materials_carpaint.ini]

[INCLUDE: common/custom_emissive.ini]

[INCLUDE: common/selflighting.ini]

[INCLUDE: common/materials_glass.ini]

[SHADER_REPLACEMENT_...]
MATERIALS=ext_body
DOUBLE_FACE_SHADOW_BIASED = 1

[INCLUDE: common/materials_carpaint.ini]
CarPaintMaterial = ext_body
DisableDev = 0

[INCLUDE: common/materials_glass.ini]
ExteriorGlassMaterials = 

[EXTRA_FX]
MASK_GBUFFER = 
SKIP_GBUFFER =110_T, 92.002, 93_T.001, 93_T.009, 93_T.010, 97_T.003, 91_T.001, ext_highbeam_glass_bake, ext_lowbeam_glass_bake, ext_lowbeam_housing_bake, ext_highbeam_housing_bake, ext_marker_housing_bake, 110_T, 52_T.001, 307_T.002, 99, 145, 110_T, 52_T.001, 99, 206_T.001

[SHADER_REPLACEMENT_...]
MATERIALS = ext_grill, ext_suzuku_badge, int_seat_stitching_skinned, int_gear_pattern_skinned, int_dash_warnings, int_radio_buttons, int_cluster_buttons, int_glass, int_horn, ext_glass, ext_headlight_glass, ext_indicator_glass, ext_brake_glass, ext_reverse_glass, int_window_heater, ext_windscreen, int_windscreen, int_window_stans, ext_exhaust_holes, rim_center_logo, 
BLEND_MODE = ALPHA_BLEND   
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MESHES = 198 
IS_TRANSPARENT = 0

[Material_CarPaint_Solid]
MATERIALS=ext_body
SKINS = ?00_cordoba_red?
FresnelMax = 0.8
FresnelC = 0.1
FlakesK = 0
SpecularSun  = 0.4, 5000
SpecularBase  = 0.1, 400
AmbientSpecular = 0.01
BrightnessAdjustment = 0.7 ; compensates for ambient specular
ColoredSpecular = 0.3
AmbientSpecularEXP = 1.0
ClearCoatThickness = 0.06

[Material_CarPaint_Metallic]
MATERIALS=ext_body
SKINS = ?01_satellite_silver_metallic?
FresnelMax = 0.8
FresnelC = 0.1
FlakesK = 1
BrightnessAdjustment = 0.5
SpecularBase = 0.4, 40
SpecularSun = 0.0, 900
AmbientSpecular = 3.0
AmbientSpecularEXP= 6.0
UseDiffuseAlphaAsMask = 1
ClearCoatThickness = 0.4

[Material_Glass]
Materials = ext_glass
IOR = 1.5           ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 5  ; thicker glass passes less light through
ProfileFix = 0.01   ; adds thickness to glass for glazing angles
MaskPass = 1.0        ; mask pass opacity
UseNormalMap = 1
FresnelC = 0.04

[SHADER_REPLACEMENT_...]
MATERIALS= ext_glass
PROP_...=ksAmbient,0.2
PROP_...=ksDiffuse,0.2
PROP_...=fresnelEXP,3.5
PROP_...=fresnelMaxLevel,0.1
PROP_...=isAdditive,0
PROP_...=useDetail,1
PROP_...=detailUVMultiplier,55
PROP_...=sunSpecular,0.3
PROP_...=sunSpecularEXP,100
PROP_...=ksSpecular,1
PROP_...=ksSpecularEXP,300
PROP_...=fresnelC,0.04

[SHADER_REPLACEMENT_...]
MATERIALS= ext_chrome
PROP_...=ksAmbient,0.2
PROP_...=ksDiffuse,0.3
PROP_...=fresnelEXP,3.5
PROP_...=fresnelMaxLevel,1
PROP_...=isAdditive,0
PROP_...=useDetail,1
PROP_...=detailUVMultiplier,55
PROP_...=sunSpecular,0.3
PROP_...=sunSpecularEXP,100
PROP_...=ksSpecular,1
PROP_...=ksSpecularEXP,300
PROP_...=fresnelC,0.7

[SHADER_REPLACEMENT_...]
MATERIALS= ext_suzuku_badge
PROP_...=ksAmbient,0.1
PROP_...=ksDiffuse,0.2
PROP_...=fresnelEXP,3.5
PROP_...=fresnelMaxLevel,0.0
PROP_...=isAdditive,0
PROP_...=useDetail,1
PROP_...=detailUVMultiplier,55
PROP_...=sunSpecular,0.3
PROP_...=sunSpecularEXP,100
PROP_...=ksSpecular,1
PROP_...=ksSpecularEXP,300
PROP_...=fresnelC,0.7

[SHADER_REPLACEMENT_...]
MATERIALS= ext_grill
PROP_...=ksAmbient,0.1
PROP_...=ksDiffuse,0.2
PROP_...=fresnelEXP,3.5
PROP_...=fresnelMaxLevel,0.0
PROP_...=isAdditive,0
PROP_...=useDetail,1
PROP_...=detailUVMultiplier,55
PROP_...=sunSpecular,0.3
PROP_...=sunSpecularEXP,100
PROP_...=ksSpecular,1
PROP_...=ksSpecularEXP,300
PROP_...=fresnelC,0.7

[Material_Plastic]
Materials = ext_plastic_smooth, rim_black
BrightnessAdjustment = 0.1
Smoothness = 1
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
CubemapReflectionBlur = 0.075
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearcoatThickness = 0.2
ClearCoatIntensity = 1
OcclusionMap = 0.775,1

[Material_Plastic_v2]
Materials = ext_rubber
BrightnessAdjustment = 0.2
Smoothness = 0.1
Reflectance = 0.04
DetailScale = 10
DetailNormalBlend = 0.2
LocalReflectionsSharpness = 0.1
CubemapReflectionBlur = 0.0
UseClearCoat = 0
ClearCoatSmoothness = 1
ClearcoatThickness = 0.2
ClearCoatIntensity = 1
OcclusionMap = 0.775,1

[Material_Leather]
Materials = int_dash_leather, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.5
DetailScale = 60
Smoothness = 0.4
DetailNormalBlend = 0.8

[Material_Leather]
Materials = int_dash_leather_skinned, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.3
DetailScale = 60
Smoothness = 0.2
DetailNormalBlend = 0.8

[Material_Leather]
Materials = int_seat_leather, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.5
DetailScale = 40
ApplyTilingFix = 1
Smoothness = 0.3
DetailNormalBlend = 0.8

[Material_Leather]
Materials = int_steering_wheel, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.2
DetailScale = 20
Smoothness = 0.4
DetailNormalBlend = 0.6

[Material_Leather]
Materials = int_horn, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.2
DetailScale = 20
Smoothness = 0.4
DetailNormalBlend = 0.6

[SHADER_REPLACEMENT_...]
MATERIALS = ext_tyre
PROP_... = ksAmbient, 0.08
PROP_... = ksDiffuse, 0.1
PROP_... = fresnelMaxLevel, 0.02
PROP_...=ksSpecular, 0.02
PROP_...=ksSpecularEXP, 10

[Material_Plastic]
Materials = int_smooth_plastic, 
Metalness = 0.01
Reflectance = 0.1
Smoothness = 0.95
BrightnessAdjustment = 0.5
ApplyTilingFix = 1
DetailScale = 0

[Material_Plastic]
Materials = int_rough_plastic, 
Reflectance = 0.035
Smoothness = 0.95
DetailNormalBlend = 0.8
BrightnessAdjustment = 0.5
ApplyTilingFix = 1
DetailScale = 100

[Material_Glass]
Materials = ext_windscreen
ThicknessMult = 2
Refraction = 0
UseNormalMap = 0
FresnelC = 0.2
EXTRA_MASK_PASS = 1
MaskPass = 0.6          ; mask pass opacity
MaskPassColor = 0, 1, 0.5  ; mask pass color adjustment

[SHADER_REPLACEMENT_...]
MATERIALS = ext_reflector
PROP_... = extBounceBack, 0.4
PROP_... = extColoredReflection, 1
PROP_... =fresnelMaxLevel, 0.45
PROP_... = isAdditive, 2
PROP_...=ksAmbient, 0.02
PROP_...=ksDiffuse, 0.02
PROP_...=ksSpecular, 0.1
PROP_...=ksSpecularEXP, 30

[Material_CarPaint_Solid]
Materials=ext_roof_black
FresnelMax = 0.8
FresnelC = 0.1
FlakesK = 0
SpecularSun  = 0.4, 5000
SpecularBase  = 0.1, 400
AmbientSpecular = 0.01
BrightnessAdjustment = 0.01 ; compensates for ambient specular
ColoredSpecular = 0.3
AmbientSpecularEXP = 1.0
ClearCoatThickness = 0.06

[Material_Glass]
Materials = ext_headlight_glass, 
ThicknessMult = 5
IOR = 1.5
UseNormalMap= 1
FresnelC = 0.05
ExtraLightsAdjustment = 0

[Material_InteriorPBRDetail]
Materials =rim_metal_rough
Reflectance = 0.6
Smoothness = 0.7
DetailNormalPBRFormat = 0
DetailNormalBlend = 0.6
DetailScale = 60
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0.1
Metalness = 0.6
ApplyTilingFix = 1

[Material_CarPaint_Metallic]
Materials =rim_metal
UseMetallicReflections = 1
FresnelMax = 0.3
FresnelC = 0.5
BrightnessAdjustment = 0.02
SpecularBase = 0.05, 2
SpecularSun = 0.005, 1.5
NormalsMode = BASIC
ClearCoatIntensity = 1
AmbientSpecular = 0

[Material_CarPaint_Metallic]
Materials =rim_center_logo
UseMetallicReflections = 1
FresnelMax = 0.3
FresnelC = 0.5
BrightnessAdjustment = 0.02
SpecularBase = 0.05, 2
SpecularSun = 0.005, 1.5
NormalsMode = BASIC
ClearCoatIntensity = 1
AmbientSpecular = 0

[SHADER_REPLACEMENT_...]
MATERIALS = int_window_heater
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1

[SHADER_REPLACEMENT_...]
MATERIALS = int_dash_warnings
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1

[SHADER_REPLACEMENT_...]
MATERIALS = int_gear_pattern_skinned
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1


[Material_Plastic]
Materials = ext_caliper, 
BrightnessAdjustment = 0.1
DetailNormalBlend = 1
DetailScale = 40
Smoothness = 0.5
Reflectance = 0.1

[Material_CarPaint_Solid]
Materials = ext_plate_rear, ext_plate_front
NormalsMode = BASIC
UseMetallicReflections = 0
FresnelMax = 0.1
FresnelC = 0
ClearCoatThickness = 0.05
ColoredSpecular = 1
AmbientSpecular = 0.5
BrightnessAdjustment = 0.6

[SHADER_REPLACEMENT_...]
MATERIALS= ext_plate_screws
PROP_...=ksAmbient,0.2
PROP_...=ksDiffuse,0.3
PROP_...=fresnelEXP,3.5
PROP_...=fresnelMaxLevel,1
PROP_...=isAdditive,0
PROP_...=useDetail,1
PROP_...=detailUVMultiplier,1
PROP_...=sunSpecular,0.3
PROP_...=sunSpecularEXP,100
PROP_...=ksSpecular,1
PROP_...=ksSpecularEXP,300
PROP_...=fresnelC,0.7


[Material_Metal]
Materials = ext_headlight_plastic
Metalness = .2
Reflectance = .2
Smoothness = 0.2
BrightnessAdjustment = .2
CubemapReflectionBlur = 0
PROP_22=pbReflectionBlurEnv, 0
DetailScale = 0


[SHADER_REPLACEMENT_...]
;gauge
MATERIALS = int_cluster
SHADER = ksPerPixelMultiMap_emissive
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
RESOURCE_4 = txEmissive
RESOURCE_TEXTURE_4 = cluster_emissive.dds


[Material_InteriorPBRDetail]
Materials =int_metal, int_carpet_logo
Reflectance = 0.6
Smoothness = 0.7
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale = 40
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0.1
Metalness = 0.6

[Material_InteriorPBRDetail]
Materials =ext_screws
Reflectance = 0.6
Smoothness = 0.7
DetailNormalPBRFormat = 0
DetailNormalBlend = 1
DetailScale = 40
BrightnessAdjustment = 0.1
CubemapReflectionBlur = 0.1
Metalness = 0.6

[Material_Carpet_v2]
Materials = int_carpet, int_roof_lining
BrightnessAdjustment = 0.5
DetailTextureBlur = 0
DetailNormalBlend = 1
DetailScale = 10
Reflectance = 0.2
Smoothness = 0.1
ApplyTilingFix = 1
DetailNormalBlend = 0.5

[SHADER_REPLACEMENT_...]
MESHES = ext_highbeam_glass_bake, ext_lowbeam_glass_bake, ext_lowbeam_housing_bake, ext_highbeam_housing_bake, ext_marker_housing_bake
BLEND_MODE = ALPHA_BLEND   
IS_TRANSPARENT = 1