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

[REFLECTIONS_FX]
SKIP_GBUFFER = material:EXT_taillightglass, material:ext_glass_emblem, material:ext_hl, material:ext_windshield, material:glass, material:EXT_GLASS_HL 

[INCLUDE: common/selflighting.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]

;INT
;INT CARBON
[Material_Carbon]
Materials = INT_CARBON_B, INT_CARBON
HasDetailNormals = 1
Smoothness = 0.8
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1
ClearCoatIntensity = 0.75
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 420
BrightnessAdjustment = 0.35
OcclusionMult = 1.2
Metalness = 0.1
DetailNormalPBRSmoothnessGamma = 1

;INT VELVET
[Material_Velvet_v2]
Materials = INT_ALCANTARA
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0.1,0.1,0.1,1
UseClothShading = 1
Reflectance = 0.5
DetailScale = 30
ClothSheenColor = 1,1,1

;INT SW CLOTH
[Material_Velvet_v2]
Materials = INT_SW_GRIP
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0.1,0.1,0.1,1
UseClothShading = 1
Reflectance = 0.5
DetailScale = 6
ClothSheenColor = 1,1,1

;INT PLASTIC
[Material_Plastic_v2]
Materials = INT_PLASTIC_MATTE
Reflectance = 0.04
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
OcclusionMult = 1.2
BrightnessAdjustment = 0.35

;INT PLASTIC GLOSSY
[Material_Plastic_v2]
Materials = INT_PLASTIC_GLOSSY
Reflectance = 0.2
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
OcclusionMult = 1.2
BrightnessAdjustment = 0.35

;INT DISPLAY
[Material_DigitalScreen]
Materials = LCD, MIRROR_IN
MatrixType = IPS           ; valid values: IPS, TN, VA
UseTextureCoordinates = 1  ; with 0, vertex coordinates will be used. sometimes it’s better, sometimes it’s buggier
ScreenScale = 720          ; amount of pixels horizontally
ScreenAspectRatio = 0.25   ; aspect ratio, height/width
Emissive = 4               ; screen brightness
FlipXY = 0                 ; rotate display 90°
SkewTextureCoordinates = 0 ; this value can help fixing tilted UV coordinates
TreatTextureAsHDR = 0      ; set to 1 if input texture is HDR

;INT CAGE
[Material_InteriorPBRDetail]
Materials = INT_PAINTED_GREY
Smoothness = 0.0
Reflectance = 0.15
CubemapReflectionBlur = 0.15
OcclusionMap = 0.68
DetailNormalPBRSmoothnessGamma = 2
Metalness = 0.2

INT_YELLOWMETAL_SW
[SHADER_REPLACEMENT_...]
MATERIALS = INT_METAL_GOLD
PROP_... = ksDiffuse, 0.5
RESOURCE_0 = txDetail
RESOURCE_TEXTURE_0 = chrome_orangemetal_detail.dds

[Material_InteriorPBR]
Materials = INT_METAL_GOLD
Metalness = 0.2
Smoothness = 0.5
Reflectance = 0.4
OcclusionMult = 0.9
BrightnessAdjustment = 0.45

;CARBON LIGHTHOUSE
[Material_Carbon]
Materials = lights_carbon
HasDetailNormals = 1
Smoothness = 0.2
Reflectance = 0.1
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 0.2
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 320

;RIMS
[Material_Aluminium_v2]
Materials = lambert1, lambert2
Metalness = 0.1
Reflectance = 0.1
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0,0,0,0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2
CubemapReflectionBlur = 0.1
Smoothness = 0.0
OcclusionMult = 0.5
RESOURCE_0=txDetail
RESOURCE_0_TEXTURE=metal_detail_rim
OcclusionMap = 0.4
PROP_...= ksSpecular, 1
PROP_...= ksSpecularEXP, 300

[SHADER_REPLACEMENT_...]
MATERIALS = JT5_2016_TWALL, JT5_2016_TREAD
PROP_...= ksDiffuse,0.45
PROP_...= fresnelC, 0.2
PROP_...= fresnelMaxLevel, 0.05
PROP_...= ksSpecularEXP, 100
PROP_...= ksSpecular, 0.5

;TAILLIGHT GLASS
[Material_Glass]
Materials = EXT_taillightglass
IOR = 1.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = 1       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 0.3  ; thicker glass passes less light through
ProfileFix = 0.06    ; adds thickness to glass for glazing angles
BrightnessAdjustment = 1.5
MaskPass = 1             ; mask pass opacity
MaskPassColor = 10,0,0
FresnelC = 0.05
FresnelMax = 0.1

;GLASS EMBLEM
[Material_Glass]
Materials = ext_glass_emblem
IOR = 2.5            ; index of refraction for glass, usualy, 1.5
FilmIOR = 1.5       ; redefine IOR for external film layer to increase reflections
ThicknessMult = 1.0  ; thicker glass passes less light through
ProfileFix = 0.04    ; adds thickness to glass for glazing angles

;BADGES
[SHADER_REPLACEMENT_...]
MESHES = Toyotabadge_rear, Toyotabadge_Front
PROP_... = fresnelC, 0.4
PROP_... = fresnelMaxLevel, 0.6
PROP_... = isAdditive, 2
PROP_... = ksAmbient, 0.1
PROP_... = ksDiffuse, 1
RESOURCE_0 = txNormal
RESOURCE_TEXTURE_0 = flat_nm.dds

;REARLIGHT
[SHADER_REPLACEMENT_...]
MESHES = EXT_Rearlights
PROP_... = fresnelC, 0.85
PROP_... = fresnelMaxLevel, 0.9
PROP_... = isAdditive, 0

[SHADER_REPLACEMENT_...]
MESHES = TL
PROP_... = fresnelC, 0.85
PROP_... = fresnelMaxLevel, 0.9
PROP_... = isAdditive, 0

;HEADLIGHT
[SHADER_REPLACEMENT_...]
MESHES = HL
PROP_... = fresnelC, 0.4
PROP_... = fresnelMaxLevel, 0.6
PROP_... = isAdditive, 0

;LIGHT ENHANCEMENT
[SHADER_REPLACEMENT_...]
MATERIALS = lights, EXT_taillightglass
PROP_... = emSkipDiffuseMap, 1

; EXTRA B BUTTON RAINLIGHT
[EMISSIVE_EXTRA_B_1]
NAME=PITS
BLINKING_PATTERN= (|0=0|0.5=0|1=0|1.5=0.5|2=1|2.5=1|3=0.5|3.5=0|4=0)
BLINKING_DURATION=1
COLOR=45,0,0
OFF_COLOR=0,0,0
SIMULATE_HEATING=0
LAG=0
AFFECTS_TRACK=0
CAST_LIGHT=0

[EXTRA_FX_EMISSIVE_...]
MESHES=HL
COLOR=1
OFF_COLOR=0
RANGE = 0.085
DIRECTED = 1

[EXTRA_FX_EMISSIVE_...]
MESHES=HL2
COLOR=1
OFF_COLOR=0
RANGE = 0.035
DIRECTED = 1

[EXTRA_FX_EMISSIVE_...]
MESHES=EXT_Rearlights
COLOR=1
OFF_COLOR=0
RANGE = 0.05
DIRECTED = 1

[EXTRA_FX_EMISSIVE_...]
MESHES=PITS
COLOR=1
OFF_COLOR=0
RANGE = 0.07
DIRECTED = 1
______________________________________________________________________________

[DATA]
DISABLE_DIGITALPANELSINI = 1

[SHADER_REPLACEMENT_...]
MATERIALS = LED_Panel
SHADER = ksPerPixelMultiMap_emissive
FILL_MISSING_TEXTURES = 1
PROP_... = emSkipDiffuseMap, 1
PROP_... = ksEmissive, 200, 200, 200

[LED_PANEL_...]
MESHES = RSS_EXT_LED_Panel
TEXTURE_SLOT = txEmissive
RESOLUTION = 1024, 512
MASKS_PACK = rss_font.zip
DIGIT_0 = 22, 47, 312, 455
DIGIT_1 = 353, 47, 312, 455
DIGIT_2 = 692, 47, 312, 455

BASE_COLOR = '#00FFFF', 1
FLASHING_COLOR = '#00FFFF', 1
FLASHING_APPLY_MASK = 1

BLANCPAIN_FLASHING_PERIOD = 0.5
BLANCPAIN_FLASHING_DURATION = 0.15
BLANCPAIN_FLASHING_RACE_CLASS = AM

N24_FLASHING_PERIOD = 3.5
N24_FLASHING_TIME = 1.2
N24_FLASHING_FREQUENCY = 6
N24_FLASHING_ACTIVE_SHARE = 0.7

ROLE_0 = DRIVER_NAME
ROLE_1 = POSITION
ROLE_DURATION = 3

