[INCLUDE]
[INCLUDE: common/materials_carpaint.ini]
CarPaintVersionAware = 2
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini] 


[BOUNCED_INTERIOR_LIGHT]
MULT = 1

[LIGHTING]
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT = 0.04
INTERIOR_FAKE_UPPER_SHADOW_FADE = 0.05
INTERIOR_FAKE_SHADOW_OPACITY = 0.9
INTERIOR_FAKE_SHADOW_HEIGHT = -0.4
INTERIOR_FAKE_SHADOW_FADE = 0.5
EMISSIVE_PARKINGLIGHTS_MULT = 1.5
EMISSIVE_BRAKELIGHTS_MULT = 2.5

[BRAKEDISC_FX]
CTIVE = 1            ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 0            ; use ceramic look
CARVED = 0           ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 20  ; increase to make more lines
GLOW_OFFSET = 0.45
WEAR_FORCE= 0.45     ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.1, 0.2  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 0,01, 0,02   ; everything darker than 0.01 is a deepening
NORMAL_MASK = 0.5, 0.3        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.3           ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.11  ; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.55  ; inside radius of a rim
RIM_HEIGHT = 0.22  
GLOW_MULT =0.6

[Material_CarPaint_Metallic]
Materials=SkinBody
AmbientSpecular = 1.5
ColoredSpecular = 0.9
AmbientSpecularEXP = 3.5
BrightnessAdjustment = 0.85
PROP_0=extMetallicK, 0.4

[Material_Metal_v2]
Materials = tail_light_glass
BrightnessAdjustment = 0.5
DetailScale = 3
Metalness = 0.5
Reflectance = 0.8
LocalReflectionsSharpness = 0.4

[Material_Metal_v2]
Materials = tail_main
BrightnessAdjustment = 0.27
DetailScale = 3
Metalness = 0.35
Reflectance = 0.5
LocalReflectionsSharpness = 0.4

[Material_Aluminium_v2]
Materials = steer_sub_1, INT_Quick_Release_Chrome
Brightness = 0.8
Metalness = 0.4
Reflectance = 0.2

[Material_Metal_v2]
Materials = Material #1534, metal_mounts, Logo86, mish_rad, EXT_Loghi_NM, exhaust
BrightnessAdjustment = 0.25
DetailScale = 10
Metalness = 0.4
Reflectance = 0.7
LocalReflectionsSharpness = 1

[Material_PhotoelasticGlass]
Meshes = Glass_EXT
PhotoelasticityBaseScale = 9.3
PhotoelasticityNoiseScale = 0.1
PhotoelasticitySpotsScale = 0.05
PhotoelasticitySpotsOffset = 0.05
ProfileFix = 0.075

[SHADER_REPLACEMENT_...]
MATERIALS = ACW_Logo_EXT
SHADER = ksWindscreen
PROP_... = bannerMode, 1

