[ABOUT]
AUTHOR=Szymik, RealAKP
VERSION=1.0

[INCLUDE]
INCLUDE = common/conditions.ini, common\materials_base.ini, common/materials_track.ini

[CONDITION_31]
NAME=CROWD_FLICKERING
INPUT=SUN
LUT=(|0=0|85=0|85=1|180=1)
LAG=0
FLASHING_FREQUENCY=0.1
FLASHING_SMOOTHNESS=1000000
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=1
FLASHING_NOISE_BOUND=10
FLASHING_NOISE_SPEED=1
FLASHING_MIN_VALUE=0
FLASHING_SYNCED=0
FLASHING_SKIP_DOWNHILL_STATE=1
BOUND_TO_SPECTATORS=0

[CONDITION_32]
NAME=WINONOFFGLOW
INPUT=SUN
LUT=(|0=0|85=0|85=1|180=1)
FLASHING_FREQUENCY=0.01
FLASHING_SMOOTHNESS=0
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_NOISE_BOUND=0
FLASHING_NOISE_SPEED=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=0

[CONDITION_33]
NAME=WINONOFFGLOWSYNC
INPUT=SUN
LUT=(|0=0|85=0|85=1|180=1)
FLASHING_FREQUENCY=0.01
FLASHING_SMOOTHNESS=0
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_NOISE_BOUND=0
FLASHING_NOISE_SPEED=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1

[CONDITION_41]
NAME=SHARP_SUN_A
INPUT=SUN
LUT=(|0=0|85=0|85=1|180=1)
LAG=0

[CONDITION_42]
NAME=SMOOTH_SUN_A
INPUT=SUN
LUT=(|0=0|85=0|85=1|180=1)
LAG=0.97

[CONDITION_43]
NAME=SHARP_SUN_B
INPUT=SUN
LUT=(|0=0|88=0|88=1|180=1)
LAG=0

[CONDITION_44]
NAME=SMOOTH_SUN_B
INPUT=SUN
LUT=(|0=0|88=0|88=1|180=1)
LAG=0.97

[CONDITION_10]
NAME=SEASON_SUMMER_2
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=0|0.45=0|0.6=0.85|0.7=0|1=0|)
LAG=0

[CONDITION_11]
NAME=SEASON_MUD
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=0|0.1=0|0.2=0.85|0.3=0|0.7=0|0.8=0.85|0.9=0|1=0|)
LAG=0

[CONDITION_12]
NAME=SEASON_SUMMER
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=0|0.1=0|0.2=1|0.3=0|0.45=0|0.6=0.85|0.7=0|0.71=0|0.8=1|0.9=0|1=0|)
LAG=0

[CONDITION_13]
NAME=SEASON_WINTER
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=0.75|0.075=1|0.2=0|0.8=0|0.9=0.5|1=0.75|)
LAG=0

[CONDITION_14]
NAME=SEASON_AUTUMN
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=0.75|0.2=0|0.45=0|0.6=0.175|0.7=0|0.75=0|0.8=0.75|1=0.75|)
LAG=0

[TYRES_FX]
GRASS_COLOR_A=52, 80, 48, 0.006
GRASS_COLOR_B=42, 51, 34, 0.006
DIRT_COLOR_A=153, 136, 101, 0.004
DIRT_COLOR_B=81, 72, 56, 0.004

[GRASS_FX]
GRASS_MATERIALS=satelitaszutry, satelita, satelitaquady, satelita_plac, trawa, satelita_tor
OCCLUDING_MATERIALS = asfalt, oponymodlin, tarki, kostka
SHAPE_SIZE = 6, 3
SHAPE_TIDY = 2, 0
SHAPE_CUT = 0.1, 0
COLOR_FACTOR = 
OCCLUDING_MATERIALS_ALPHA = 
ORIGINAL_GRASS_MATERIALS = 
MASK_BLUR = 
MASK_MAIN_THRESHOLD = 
MASK_RED_THRESHOLD = 0
MASK_MAX_LUMINANCE = 0.15
MASK_MIN_LUMINANCE = 0.01
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
 ; blurring for mask
MASK_BLUR= 0 ; from 0 to 3, 0 to disable blur
TRIM_PERIOD = 365

[GRASS_FX_AREA_...]
CENTER=0, 0
SIZE=0
CORNER_RADIUS=0
MODE=ADD
HEIGHT_MULT=2
TYPE_OFFSET=0.5
EDGE_MULT=2
COLOR_FACTOR=0

[GRASS_FX_AREA_0SANDFIX, GRASS_FX_AREA_1SANDFIX, GRASS_FX_AREA_2SANDFIX]
CORNER_RADIUS=0
MODE=MUL
EDGE_MULT=0

[GRASS_FX_AREA_0SANDFIX]
CENTER=0, -50
SIZE=20

[GRASS_FX_AREA_1SANDFIX]
CENTER=-406, -84
SIZE=10, 70
ANGLE=30

[GRASS_FX_AREA_2SANDFIX]
CENTER=-420, -151
SIZE=10, 80
ANGLE=-5
OPACITY_A=0
OPACITY_B=0

[RAIN_FX]
PUDDLES_MATERIALS = asfalt, kostka, betonplyty, pasy, tarki
SOAKING_MATERIALS = kostka, betonplyty, asfalt, kostka, pasy, tarki
SMOOTH_MATERIALS =  budynekglowny, budynekglowny, oponymodlin, satelita_tor
ROUGH_MATERIALS = 

[MATERIAL_ADJUSTMENT_0]
MATERIALS='{ ( bloki, cityscapes ) & shader:ksPerPixelMultiMap_emissive }'
CONDITION=SHARP_SUN_A
KEY_0=ksEmissive
VALUE_0=255, 197, 143, 0.004
VALUE_0_OFF=0, 0, 0
ACTIVE=1
DESCRIPTION=bloki windows glow

[MATERIAL_ADJUSTMENT_1]
MATERIALS='{ ( budynekglowny2 ) & shader:ksPerPixelMultiMap_emissive }'
CONDITION=SHARP_SUN_A
KEY_0=ksEmissive
VALUE_0=255, 255, 200, 0.0085
VALUE_0_OFF=0, 0, 0
ACTIVE=1
DESCRIPTION=glowny windows glow

[MATERIAL_ADJUSTMENT_2]
MATERIALS='{ ( galerie ) & shader:ksPerPixelMultiMap_emissive }'
CONDITION=SHARP_SUN_A
KEY_0=ksEmissive
VALUE_0=255, 255, 200, 0.0095
VALUE_0_OFF=0, 0, 0
ACTIVE=1
DESCRIPTION=galerie glow

[MATERIAL_ADJUSTMENT_3]
MESHES=?balon?, dmuchana?
CONDITION=SHARP_SUN_A
KEY_0=ksEmissive
VALUE_0=255, 255, 200, 0.0015
VALUE_0_OFF=0, 0, 0
ACTIVE=1
DESCRIPTION=balony

[MATERIAL_ADJUSTMENT_4]
MATERIALS='{ ( cityscapes ) & shader:ksPerPixelMultiMap_emissive }'
CONDITION=SHARP_SUN_A
KEY_0=ksEmissive
VALUE_0=255, 197, 143, 0.02
VALUE_0_OFF=0, 0, 0
ACTIVE=1
DESCRIPTION=bloki windows glow

[SHADER_REPLACEMENT_...]
MATERIALS = DisplayBlank
SHADER = stPerPixelNM_UVflow

RESOURCE_0 = txDiffuse
RESOURCE_TEXTURE_0 = TimingDisplay.dds
RESOURCE_1 = txNoaml

PROP_0 = offsetNMSpeed, 0, 0.05
PROP_1 = offsetDSpeed, 0, 0


[DISPLAY_...]
; General settings:
MESHES = TB_DisplayBlank_?    ; list of track meshes to act as displays
REGION_START = 1, 1   ; display position on texture, in pixels
REGION_SIZE = 1024, 512   ; display size on texture, in pixels

; Update and rendering options
HIGH_REFRESH_RATE = 1    ; high refresh rate (enabled by default; 30 FPS with this option on, 15 FPS without)
FLIP_X = 90               ; change to 1 to flip output on X axis (mainly for strange UV mapping)
FLIP_Y = 90               ; change to 1 to flip output on Y axis (mainly for strange UV mapping)

; Color corrections:
OUTPUT_ALPHA = 1         ; alpha channel value for display area
OUTPUT_GAMMA = 0.55      ; gamma correction, reduce to make darker areas even darker
OUTPUT_SATURATION = 1.0  ; saturation correction
OUTPUT_BRIGHTNESS = 1.0  ; brightness correction
OUTPUT_FISH_EYE = 0.0    ; increase to add lens distortion effect
OUTPUT_VIGNETTE = 0.5    ; increase to darken corners
OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration

; Mode settings:
MODE = CAMERA

; First camera
CAMERA_0 = 480.53, 1, 493.02         ; camera position
CAMERA_0_TARGET = CLOSEST_CAR  ; another mode, focused car (usually the one camera is linked to)
CAMERA_0_UP = 0, 1, 0                      ; camera’s upwards direction, defaults to 0, 1, 0
CAMERA_0_FOV = 40                          ; FOV angle in degress, defaults to 50
CAMERA_0_ASPECT_RATIO = 1.9            ; aspect ratio, defaults to REGION_SIZE.x/REGION_SIZE.y

; Second camera
CAMERA_1 = 481.53, -0.9, 592.02
CAMERA_1_TARGET = CLOSEST_CAR  ; instead of fixed point, uses closes car
CAMERA_1_TARGET_INERTIA = 0.9  ; camera inertia for smoother movement
CAMERA_1_TARGET_TARGET_REFERENCE_POINT = 431, 197, 103 ; point to which closest car is taken, defaults to camera position

CAMERA_2 = 481.53, -0.9, 492.02
CAMERA_2_TARGET = FOCUSED_CAR  ; another mode, focused car (usually the one camera is linked to)
CAMERA_2_TARGET_INERTIA = 1
CAMERA_2_FOV = 60


[MATERIAL_ADJUSTMENT_8]
ACTIVE = 1
DESCRIPTION = TimingBoxDisplay
MESHES = TB_Display_00?
KEY_0 = ksEmissive
VALUE_0 = 255, 0, 0, .4
VALUE_0_OFF = 0, 0, 0
CONDITION = ALWAYS_ON

[MATERIAL_ADJUSTMENT_33]
MATERIALS=satelita, satelitaszutry, satelitaquady, ulicaPS, zywoplotki, treewall, krzory, brzozy, satelita_plac, trawa, satelita_tor
CONDITION=SEASON_AUTUMN
KEY_0=seasonAutumn
VALUE_0=0.85
OFF_VALUE_0=0
KEY_1=ksDiffuse
VALUE_1=0.25
OFF_VALUE_1=0.25
KEY_2=ksAmbient
VALUE_2=0.25
OFF_VALUE_2=0.25
ACTIVE=1
DESCRIPTION=autumn trees 1

[MATERIAL_ADJUSTMENT_37]
MATERIALS=satelita, satelitaszutry, satelitaquady, ulicaPS,  satelita_plac, trawa, satelita_tor
CONDITION=SEASON_MUD
KEY_0=ksDiffuse
VALUE_0=0.1
OFF_VALUE_0=0.15
KEY_1=ksAmbient
VALUE_1=0.175
OFF_VALUE_1=0.175
ACTIVE=1
DESCRIPTION=muddy grass brown look 3

[MATERIAL_ADJUSTMENT_38]
MATERIALS=satelita, satelitaszutry, satelitaquady, ulicaPS, zywoplotki, treewall, sosny,  satelita_plac, trawa, satelita_tor
CONDITION=SEASON_WINTER
KEY_0=seasonWinter
VALUE_0=1.5
OFF_VALUE_0=0
KEY_1=ksSpecular
VALUE_1=0.5
OFF_VALUE_1=ORIGINAL
ACTIVE=1
DESCRIPTION=winter specular

[MATERIAL_ADJUSTMENT_39]
MATERIALS=krzory, brzozy
CONDITION=SEASON_WINTER
KEY_0=seasonWinter
VALUE_0=1.0
OFF_VALUE_0=0
KEY_1=ksSpecular
VALUE_1=0.2
OFF_VALUE_1=ORIGINAL
ACTIVE=1
DESCRIPTION=winter specular

[MATERIAL_ADJUSTMENT_100]
ACTIVE=1
VISIBILITY_LEVEL=1
DESCRIPTION=single flooder glow
MATERIALS=latarnie2
KEY_0=ksEmissive
VALUE_0=255,244,200,0.3
VALUE_0_OFF=0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0
KEY_2=ksAmbient
VALUE_2=1
VALUE_2_OFF=0.2
KEY_3=ksDiffuse
VALUE_3=0
VALUE_3_OFF=0.4
CONDITION= SMOOTH_SUN_A



[Material_RoomWindows]
ACTIVE=1
Meshes=oknadetal
EmissiveMode=ONE
DebugMode=0
RoomHeight=3.3
RoomVerticalOffset=0.3
RoomCeilingRotation=52
InteriorMult=0.05
InteriorGlowBrightness=0.5
InteriorBaseBrightness=0.8
InteriorVolumeBrightness=1
ShapeChance=1
Shape1_X_W=0.6
Shape1_Y_W=0.1
Shape2_X_Mult=0
Shape2_Y_Mult=0
ShapeSmoothness=1
RoomNearEdgeClipping=1
RoomDepth=6
IS_TRANSPARENT=1
BLEND_MODE=OPAQUE
NormalsFactor=0
PROP_0=ksEmissive, 20, 18, 15
PROP_1=fresnelMaxLevel, 0.1
PROP_2=fresnelC, 0.1
PROP_3=fresnelEXP, 5

[LIGHTING]
LIT_MULT=1.0
CAR_LIGHTS_LIT_MULT=1.0
SPECULAR_MULT=0.35

[LIGHT_SERIES_1]
DESCRIPTION=latarnie
ACTIVE=1
MESHES=klosz?
COLOR=255, 209, 178, 0.04
COLOR_OFF=0
SPOT=160
SPOT_SHARPNESS=0.00
RANGE=50
CONDITION=NIGHT_SMOOTH_HEATING

[LIGHT_SERIES_2]
DESCRIPTION=balony
ACTIVE=1
MESHES=?balon?, dmuchana?
COLOR=255, 209, 178, 0.05
COLOR_OFF=0
SPOT=156
SPOT_SHARPNESS=0
RANGE=30
CONDITION=NIGHT_SMOOTH_HEATING

[LIGHT_1]
COLOR_FROM=1, 1, 0.9999, 3.6
COLOR_TO=0.826333, 0.855934, 0.846884, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=200.0
LINE_FROM=-169.564, -2.02631, 664.651
LINE_TO=-122.273, -1.87865, 692.294
RANGE=4.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.21
SPOT=0.00

[LIGHT_2]
COLOR_FROM=1, 1, 0.9999, 3.6
COLOR_TO=0.826333, 0.855934, 0.846884, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=254.5
LINE_FROM=-169.564, 2.36, 664.651
LINE_TO=-122.273, 2.15111, 692.294
RANGE=3.20
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.21
SPOT=0.00

[LIGHT_3]
COLOR_FROM=1, 1, 0.9999, 3.6
COLOR_TO=0.826333, 0.855934, 0.846884, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=254.5
LINE_FROM=-169.564, 5.76597, 664.651
LINE_TO=-129.296, 5.04532, 688.568
RANGE=3.20
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.21
SPOT=0.00

[LIGHT_POLLUTION]
RELATIVE_POSITION=-10, 0, 55
DENSITY=0.9
RADIUS_KM=25.0
COLOR=1.0, 0.55, 0.16
