[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 = ext_windows_tint, ext_lights_glass

[EXTRA_FX]
MASK_GBUFFER = 
SKIP_GBUFFER =279.005, 279.003, 279.006, 279.002, 67_T.002, 162

[Material_CarPaint_Solid]
MATERIALS=ext_body
SKINS = ?01_high_tech_two_tone?, 
FresnelMax = 0.8
FresnelC = 0.1
FlakesK = 0
SpecularSun  = 0.4, 5000
SpecularBase  = 0.1, 400
AmbientSpecular = 0.01
BrightnessAdjustment = 0.9 ; compensates for ambient specular
ColoredSpecular = 0.3
AmbientSpecularEXP = 1.0
ClearCoatThickness = 0.06

[Material_CarPaint_Metallic]
MATERIALS=ext_body
SKINS = ?02_high_metal_two_tone?
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 = 0.1

[Material_CarPaint_Solid]
MATERIALS=ext_body
SKINS = ?03_high_flash_two_tone?
FresnelMax = 0.8
FresnelC = 0.1
FlakesK = 0
SpecularSun  = 0.4, 5000
SpecularBase  = 0.1, 400
AmbientSpecular = 0.01
BrightnessAdjustment = 0.8 ; compensates for ambient specular
ColoredSpecular = 0.3
AmbientSpecularEXP = 1.0
ClearCoatThickness = 0.06

[Material_Leather]
Materials = int_dash_leather, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.4
DetailScale = 40
Smoothness = 0.7
DetailNormalBlend = 0.5

[Material_Leather]
Meshes = 104.002
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.4
DetailScale = 100
Smoothness = 0.7
DetailNormalBlend = 0.5

[Material_Leather]
Materials = int_leather_bright_red, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.5
DetailScale = 20
Smoothness = 0.7
DetailNormalBlend = 0.5

[Material_Leather]
Materials = int_steering_wheel, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.3
DetailScale = 20
Smoothness = 0.7
DetailNormalBlend = 0.3

[Material_Leather]
Materials = int_gear_stick_skinned, 
Reflectance = 0.05
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.4
DetailScale = 30
Smoothness = 0.6
DetailNormalBlend = 0.3

[Material_Plastic]
Materials = int_plastic_rough
Reflectance = 0.035
Smoothness = 0.95
DetailNormalBlend = 0.8
BrightnessAdjustment = 0.5
ApplyTilingFix = 1
DetailScale = 300

[Material_Plastic]
Materials = int_gloss_plastic, 
Metalness = 0.01
Reflectance = 0.1
Smoothness = 0.95
BrightnessAdjustment = 0.2
ApplyTilingFix = 1
DetailScale = 0

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

[Material_Leather]
Materials = int_fabric_dark_red, int_fabric_bright_red, 
BrightnessAdjustment = 0.5
DetailTextureBlur = 0
DetailNormalBlend = 1
DetailScale = 40
Reflectance = 0
Smoothness = 0
ApplyTilingFix = 1

[Material_Velvet_v2]
Materials = int_carpet_roof, int_carpet
Brightness = 0.8
DetailScale = 12

[Material_InteriorPBRDetail]
Materials =int_chrome
Reflectance = 0.6
Smoothness = 0.8
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 10
BrightnessAdjustment = 0.4
CubemapReflectionBlur = 0.1
Metalness = 0.6

[Material_InteriorPBRDetail]
Materials =int_metal
Reflectance = 0.2
Smoothness = 0.1
DetailNormalPBRFormat = 0
DetailNormalBlend = 0
DetailScale = 10
BrightnessAdjustment = 0.01
CubemapReflectionBlur = 0.1
Metalness = 0.6

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

[SHADER_REPLACEMENT_...]
MATERIALS = int_stan_window
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = fresnelMaxLevel, 1
PROP_...=ksSpecular, 0.02
PROP_...=ksSpecularEXP, 10

[SHADER_REPLACEMENT_...]
MATERIALS = ext_sprinter_badge
PROP_... = ksAmbient, 0.05
PROP_... = ksDiffuse, 0.05
PROP_... = fresnelMaxLevel, 0
PROP_...=ksSpecular, 0.02
PROP_...=ksSpecularEXP, 10

[Material_Plastic]
Materials = ext_bumper_plastic
Reflectance = 0.1
OcclusionMap = -0.775,1.0
Smoothness = 0.3
DetailNormalBlend = 1
DetailScale = 20
BrightnessAdjustment = 0.05

[Material_Plastic]
Materials = ext_glossy_plastic
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_plastic_smooth
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

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


[SHADER_REPLACEMENT_...]
MATERIALS = int_gear_pattern_skinned
PROP_... = ksAmbient, 1
PROP_... = ksDiffuse, 1
PROP_... = fresnelMaxLevel, 0
BLEND_MODE = ALPHA_BLEND   
IS_TRANSPARENT = 1

[Material_Plastic]
Materials = rim_black
BrightnessAdjustment = 0.1
DetailScale = 50
Smoothness = 1
Reflectance = 0.0
LocalReflectionsSharpness = 0.1
CubemapReflectionBlur = 0.075
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearcoatThickness = 0.2
ClearCoatIntensity = 1
OcclusionMap = 0.775,1

[SHADER_REPLACEMENT_...]
MATERIALS= ext_chrome, ext_door_lock, ext_chrome_non_bake
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_...]
MESHES = 13.002
PROP_...=ksAmbient,0.2
PROP_...=ksDiffuse,0.3
PROP_...=fresnelEXP,3.5
PROP_...=fresnelMaxLevel,0.03
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_bolt
PROP_...=ksAmbient,0.1
PROP_...=ksDiffuse,0.2
PROP_...=fresnelEXP,3.5
PROP_...=fresnelMaxLevel,0.2
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_...]
MESHES = 65_T.002, 65_T
PROP_...=ksAmbient,0.02
PROP_...=ksDiffuse,0.02
PROP_...=fresnelEXP,3.5
PROP_...=fresnelMaxLevel,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_weld, 
PROP_...=ksAmbient,0.02
PROP_...=ksDiffuse,0.02
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,0.7

[Material_Glass]
Materials = ext_windows_tint
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

[Material_Glass]
Materials = ext_front_light_stans
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_front_light_stans, ext_rear_top_stans
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

[Material_Glass]
Meshes = 279.004
IOR = 1.5           ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 3 ; 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

[Material_Glass]
Meshes = 279.001
IOR = 1.5           ; looks better like this
FilmIOR = $IOR       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 35 ; 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

[Material_Glass]
Materials = ext_lights_glass, 
ThicknessMult = 5
IOR = 1
FresnelC = 0.04
ExtraLightsAdjustment = 1

[Material_Glass]
Materials = ext_tint_light_glass, 
ThicknessMult = 1
IOR = 1
FresnelC = 0.04
ExtraLightsAdjustment = 1

[Material_Glass]
Materials = int_glass
ThicknessMult = 0.1
Refraction = 0
UseNormalMap = 0
FresnelC = 0.1
ExtraLightsAdjustment = 0

[Material_Metal]
Materials = ext_under_body
BrightnessAdjustment = 0.04
Reflectance = 0.1
Metalness = 0

[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

[SHADER_REPLACEMENT_...]
MATERIALS =ext_radiator
PROP_... = ksAmbient, 0.02
PROP_... = ksDiffuse, 0.02

[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_Metallic]
Materials = rim_chrome
UseMetallicReflections = 1
FresnelMax = 0.3
FresnelC = 0.5
BrightnessAdjustment = 0.04
SpecularBase = 0.05, 2
SpecularSun = 0.005, 1.5
NormalsMode = BASIC
ClearCoatIntensity = 0
AmbientSpecular = 0

[SHADER_REPLACEMENT_...]
MATERIALS =rim_black_badges, int_carpet_logos
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_...=fresnelMaxLevel,0
BLEND_MODE = ALPHA_BLEND   
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS =int_gear_pattern_skinned
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_...=fresnelMaxLevel,0
BLEND_MODE = ALPHA_BLEND   
IS_TRANSPARENT = 1

[SHADER_REPLACEMENT_...]
MATERIALS = int_stitch_seat
PROP_... = ksAmbient, 0.01
PROP_... = ksDiffuse, 0.01
PROP_...=fresnelMaxLevel,0

[SHADER_REPLACEMENT_...]
MATERIALS = int_stan_window
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 0.1
PROP_... = fresnelMaxLevel, 1
PROP_...=ksSpecular, 0.02
PROP_...=ksSpecularEXP, 10

[Material_Metal]
Materials = caliper, 
BrightnessAdjustment = 0.6
DetailNormalBlend = 0.9
DetailScale = 20

[Material_Leather]
Materials = Cockpit_lr_red, 
Reflectance = 0.1
DetailNormalPBRSmoothnessGamma = 0.0
DetailTextureBlur = 1
BrightnessAdjustment = 0.2
DetailScale = 40
Smoothness = 0.7
DetailNormalBlend = 0.3