[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_license_plate.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: android_auto/config.ini]
[DATA] 
DISABLE_LIGHTSINI=1
[AUDIO_PITCH]
ENGINE_EXT = 1.0
ENGINE_INT = 1.0
GEAR_EXT = 1.0
GEAR_INT = 1.0
BODYWORK = 1.0
WIND = 1.0
DIRT = 1.0
DOWN_SHIFT = 1.0
HORN = 1.0
GEAR_GRIND = 1.0
BACKFIRE_EXT = 1
BACKFIRE_INT = 1.0
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 1.0
LIMITER = 1
TURBO = .6
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1
SKID_INT = 1

[AUDIO_VOLUME]
ENGINE_EXT = 0.9
ENGINE_INT = 1.1
GEAR_EXT = 0.9
GEAR_INT = 0.9
BODYWORK = 0.9
WIND = 0.9
DIRT = 0.9
DOWN_SHIFT = 0.9
UP_SHIFT = 0.9
HORN = 0.9
GEAR_GRIND = 0.9
BACKFIRE_EXT = 30
BACKFIRE_INT = 20
TRACTION_CONTROL_EXT = 0.9
TRACTION_CONTROL_INT = 0.9
TRANSMISSION = 0.9
LIMITER = 0.9
TURBO = 0.8
RAIN_EXT=0.9
RAIN_INT=0.9
WIPER_EXT=0.9
WIPER_INT=0.9
SKID_EXT = 0.1
SKID_INT = 0.1

[EXHAUST_FLAMES]
ANTILAG=1
ANTILAG_DELAY=0..3
ANTILAG_INTENSITY=10
ANTILAG_INTERVAL_MAX=100
ANTILAG_INTERVAL_MIN=0.00
ANTILAG_TURBO_THRESHOLD=0.40
DAMAGE=0
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1
DISCHARGE_CHARGE_TIME=0
DISCHARGE_DELAY=0.01
DISCHARGE_DURATION=.1
DISCHARGE_PROBABILITY=0.5
DISCHARGE_INTENSITY=100
DISCHARGE_RPM_THRESHOLD_MAX=7000
DISCHARGE_RPM_THRESHOLD_MIN=4000
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=40
FLAT_SHIFT=1
FLAT_SHIFT_COOLDOWN=0.5
FLAT_SHIFT_DURATION=0.01
FLAT_SHIFT_GAS_THRESHOLD=50
FLAT_SHIFT_INTENSITY=0.25
FLAT_SHIFT_PROBABILITY=1
FLAT_SHIFT_RPM_THRESHOLD=7000
LIMITER=1
LIMITER_DELAY=0
LIMITER_INTENSITY=1
LIMITER_RPM_THRESHOLD=6000

[SHADER_REPLACEMENT_0]
ACTIVE = 1   ; set to 0 to disable the whole section (default value is 1)
MATERIALS = intaodashleather
DOUBLE_FACE_SHADOW_BIASED = 1  ; but this one is biased, so it would work nicely
EXTRA_MASK_PASS = 1              ;* enables masking pass
EXTRA_MASK_PASS_COLOR = 0, 0, 0  ;* optional color offset, RGB, can be either positive or negative values
EXTRA_MASK_PASS_OPACITY = .5     ;* optional opacity adjustment for that colored glass pass
[Material_Metal_v2]
Materials =ExhaustDouble, TurboMano, Material #2742, Bubbles, Material #19838, Material #19739, Material #13485
BrightnessAdjustment = .5
DetailScale = 10
Metalness = .3
Reflectance = 1
LocalReflectionsSharpness = 0
Smoothness = .1
ClearCoatSmoothness = .1
ClearCoatIntensity = .3
[Material_Glass]
Materials = glasse, Material #11429, Material #12373
ThicknessMult = 1.5
BrightnessAdjustment = 0.5      ; set to alter brightness
Desaturate = 0        ; increase to make main shading pass less saturated, thus moving color from it to masking pass
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 4
[REFLECTIONS_FX]
SKIP_GBUFFER = material:GaugeGlass, TachometerGlass, ClusterGlass_004, Glass_Int
[Material_Glass]
Materials = GaugeGlass, Material #2739
ThicknessMult = 1
BrightnessAdjustment = 0.5       ; set to alter brightness
Desaturate = 0          ; increase to make main shading pass less saturated, thus moving color from it to masking pass
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 4
[Material_Glass]
Materials = Material #19934
ThicknessMult = 10
BrightnessAdjustment = 0.5       ; set to alter brightness
Desaturate = 0          ; increase to make main shading pass less saturated, thus moving color from it to masking pass
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 4
[Material_Glass]
Materials = light_glass
ThicknessMult = 1
BrightnessAdjustment = 0.5      ; set to alter brightness
Desaturate = 0          ; increase to make main shading pass less saturated, thus moving color from it to masking pass
EXTRA_MASK_PASS = 1
EXTRA_MASK_PASS_OPACITY = 4
[Material_PhotoelasticGlass]
Meshes = 
PhotoelasticityBaseScale = 4      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.04  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.5   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.2  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 4   ; how many stripes are there
ProfileFix = 0.02
[Material_PhotoelasticGlass]
Meshes = tl_glass, GlassEXT
PhotoelasticityBaseScale = 0      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.0  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0. ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 0   ; how many stripes are there
ProfileFix = 0.02

[Material_CarPaint_Old]
CarPaintMaterial =  carpaint,lug, skin2, paint,  steer_hr2, SkinBody
CarPaintVersionAware = 4
NormalsNoise = .01
NormalsNoiseUV = 100
FresnelMax = 0.4
FresnelC = 0.04
AmbientSpecular = 1
SpecularBase = 0.1, 100
SpecularSun = 0.5, 2500
BrightnessAdjustment = .6
ColoredSpecular = 0.9
AmbientSpecularEXP = 2.5
BaseSpecularColor = 1, 1, 1  ; specular color
ClearCoatThickness = 0.3
ClearCoatIOR = 1.8          ; index of refraction for clear coat material, value bigger than 1 makes absorbing much less angle-dependant
ClearCoatIntensity = .3     ; how much clear coat contributes to final color
UseMetallicReflections = 0 ; metallic reflections force them to be a specific tint, like gold does
FlakesK = 1          ; flakes behavior
DisableDev = 1
[Material_CarPaint_Old]
CarPaintMaterial =  meisters1r1, meisters1r1F, hood, iintaodetail, body3
CarPaintVersionAware = 4
NormalsNoise = .01
NormalsNoiseUV = 500
FresnelMax = 0.4
FresnelC = 0.04
AmbientSpecular = 1
SpecularBase = 0.1, 100
SpecularSun = 0.5, 2500
BrightnessAdjustment = .5
ColoredSpecular = 0.9
AmbientSpecularEXP = 2.5
BaseSpecularColor = 1, 1, 1  ; specular color
ClearCoatThickness = 0.3
ClearCoatIOR = 1.8          ; index of refraction for clear coat material, value bigger than 1 makes absorbing much less angle-dependant
ClearCoatIntensity = .3     ; how much clear coat contributes to final color
UseMetallicReflections = 0 ; metallic reflections force them to be a specific tint, like gold does
FlakesK = 1          ; flakes behavior
DisableDev = 1
[Material_CarPaint_Metallic]
CarPaintMaterial = seatbelt, iintaodetail, seatharnessbar, body3
CarPaintVersionAware = 4
FresnelMax = 5
FresnelC = 0.03
BrightnessAdjustment = 0.8 ; compensates for ambient specular
ColoredSpecular = 0.9
AmbientSpecular = 0.6
AmbientSpecularEXP = 2.5
BaseSpecularColor = 1, 1, 1  ; specular color
SpecularBase = 3, 75
SpecularSun = .8, 2500
ClearCoatThickness = .5
ClearCoatIOR = 1.8          ; index of refraction for clear coat material, value bigger than 1 makes absorbing much less angle-dependant
ClearCoatIntensity = .2     ; how much clear coat contributes to final color
UseMetallicReflections = .5 ; metallic reflections force them to be a specific tint, like gold does
FlakesK = .01          ; flakes behavior
DisableDev = 1
[Material_CarPaint_Old]
CarPaintMaterial =  overfender
CarPaintVersionAware = 4
NormalsNoise = .01
NormalsNoiseUV = 100
FresnelMax = 0.01
FresnelC = 0.04
AmbientSpecular = 1
SpecularBase = 0.1, 100
SpecularSun = 0.1, 50
BrightnessAdjustment = .6
ColoredSpecular = 0.9
AmbientSpecularEXP = 2.5
BaseSpecularColor = 1, 1, 1  ; specular color
ClearCoatThickness = 0.0
ClearCoatIOR = 1.8          ; index of refraction for clear coat material, value bigger than 1 makes absorbing much less angle-dependant
ClearCoatIntensity = .0    ; how much clear coat contributes to final color
UseMetallicReflections = 0 ; metallic reflections force them to be a specific tint, like gold does
FlakesK = 0          ; flakes behavior
DisableDev = 1
[WIPERS]
FRONT_0=Wiper_L01, Wiper_L002
FRONT_1=Wiper_R01, Wiper_R002

[BASIC]
BOUNDING_SPHERE_RADIUS=3
BRAKES_THRESHOLD=0.01
ENGINE_STALLED_RPM_THRESHOLD=1
EXTERIOR_RANGE_FROM=1
EXTERIOR_RANGE_TO=1.1
HAZARD_LIGHTS_ENGINE_LIFE_THRESHOLD=0.1
LIGHT_DAMAGE_SPEED_MAX=60
LIGHT_DAMAGE_SPEED_MIN=40
TURNING_LIGHTS_REPEAT=1

[LIGHTING]
EMISSIVE_BRAKELIGHTS_MULT=1
EMISSIVE_HEADLIGHTS_MULT=1
EMISSIVE_MULT=1
EMISSIVE_PARKINGLIGHTS_MULT=1
INTERIOR_DARKEN_LIGHT=1
INTERIOR_DARKEN_SPECULAR=0.5
INTERIOR_FAKE_SHADOW_FADE=0.2
INTERIOR_FAKE_SHADOW_HEIGHT=0.1
INTERIOR_FAKE_SHADOW_OPACITY=0.9
INTERIOR_FAKE_UPPER_SHADOW_FADE=0.1
INTERIOR_FAKE_UPPER_SHADOW_HEIGHT=-0.1
LIT_MULT=1
SPECULAR_MULT=1

[INSTRUMENTS]
FUEL_SPLASH_MULT=-0.055
SPEED_LAG=0.7
SPEED_LIMIT=270

[BRAKEDISC_FX]
AMBIENT_MULT=0.5
DISC_INTERNAL_RADIUS=0.08
DISC_INTERNAL_RADIUS_SHARPNESS=250
REFLECTION_MULT=10
RIM_HEIGHT=0.15
RIM_INTERNAL_RADIUS=0.06
RIM_RADIUS=0.175
SIMPLIFY_NORMALS_K=0.9

[STATUS_OIL]
PRESSURE_BASE = 1.0         
PRESSURE_STEP = 1.0
PRESSURE_LAG_UP = 0.998     
PRESSURE_LAG_DOWN = 0.9985  
TEMPERATURE_MULT = 1.0         
TEMPERATURE_RPM_FACTOR = 0.03
TEMPERATURE_LAG_UP = 0.995     
TEMPERATURE_LAG_DOWN = 0.995   

[ANALOG_INDICATOR_...]
BIND_TO=OIL
NAME=ARROW_OIL_TEMP
USE_BAR=1
MIN_VALUE=2.5
MAX_VALUE=8.6
INPUT_LAG_UP=0.9
INPUT_LAG_DOWN=0.1
LUT=(2.5=90|2.9=95|3.5=100|8.5=185)

[TYRES_FX_FRONT]
DAMAGE_DEBUG=0
DAMAGE_FLAT_SPOT_GAIN=200.0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_GRAIN_GAIN=1.0
DAMAGE_WIDTH_K=0.95
DAMAGE_OFFSET_K=0.0
DAMAGE_GRAIN_MAX=0.4
DAMAGE_SPEC_MULT=0.6
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_REFL_MULT=0.4
DAMAGE_OCCLUSION_MULT=0.8
DAMAGE_NORMALS_MULT=2.0
FLEX_SKEW_SMOOTHING=0.1
FLEX_MAX_SKEW_MULT=0.4
FLEX_PROFILE_MULT=0.55
FLEX_SKEW_RANGE_MULT=1.0
FLEX_MULT=0.750

[TYRES_FX_REAR]
DAMAGE_DEBUG=0
DAMAGE_FLAT_SPOT_GAIN=200.0
DAMAGE_FLAT_SPOT_FADE=0.1
DAMAGE_GRAIN_GAIN=1.0
DAMAGE_WIDTH_K=0.95
DAMAGE_OFFSET_K=0.0
DAMAGE_GRAIN_MAX=0.4
DAMAGE_SPEC_MULT=0.6
DAMAGE_SPEC_EXP_MULT=0.2
DAMAGE_REFL_MULT=0.4
DAMAGE_OCCLUSION_MULT=0.8
DAMAGE_NORMALS_MULT=2.0
FLEX_SKEW_SMOOTHING=0.1
FLEX_MAX_SKEW_MULT=0.3
FLEX_PROFILE_MULT=0.2
FLEX_SKEW_RANGE_MULT=1.0
FLEX_MULT=0.750

[REFRACTING_HEADLIGHT_1]
SURFACE = HlightTurn_Glass
INSIDE = LightsEffect4
ABSORPTION = 0.011
AMBIENT_MULT = 0.25
BASE_EMISSIVE_K = 0.05
BOUNCED_BACK_MULT = 0.4
BULB_BLUR_K = 2
BULB_REFLECTION_K = 0.2
CUSTOM_BULB_0 = 0.5, 0.5, 0, 0
CUSTOM_BULB_1 = 0.5, 0.5, 0, 0
CUSTOM_BULB_2 = 0.5, 0.5, 0, 0
CUSTOM_BULB_3 = 0.5, 0.5, 0, 0
DIFFUSE_MAP_FILTER_MULT = 1
DIFFUSE_MAP_MULT = 1
DIRECTION = 1.57952e-06, -1.62283e-07, -1.00002
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0
F0 = 0.8
GLASS_COLOR = 0.25, 0.25, 0.25
GLASS_EMISSIVE_MULT = 0.25
GLASS_EXTRA_THICKNESS = 0.00500001
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 2.18
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.00002, -2.81725e-08, -9.83477e-07
MIRROR_POS = 4.95911e-05, 0.39554, 2.12318
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.567278, 0.395134, 2.15617
RADIUS = 0.103999
REFLECTIVENESS_DIFFUSE_MULT = 60
REFLECTIVENESS_MULT = 10
REFLECTIVE_GAMMA = 1
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 0
SYNC_EMISSIVE_AUTO = 1

[EMISSIVE_LIGHT_0]
NAME = Lights_Effect2, Object1595
COLOR = 100,100,100,2
LAG = 0.3
SIMULATE_HEATING = .3
[EMISSIVE_LIGHT_1]
NAME = Headlight_Bricks2, Object1598
COLOR = 200,150,100,1.5
LAG = 0.3
SIMULATE_HEATING = 2
[EMISSIVE_LIGHT_2]
NAME = Headlight_Bricks1, Object1599
COLOR = 100,100,100,15
LAG = 0.0l
SIMULATE_HEATING = .0
[EMISSIVE_LIGHT_3]
NAME = ClusterDecals_03, ARROW_RPM03, ARROW_WATER_TEMP03, DashboardDecalsLights03
COLOR = 1,1,1,2
LAG = 0.4
SIMULATE_HEATING = .0
[EXTRA_FX_EMISSIVE_...]
MESHES = ClusterDecals_03
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = .2       ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .5      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1 ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 1     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark
	[EXTRA_FX_EMISSIVE_...]
MESHES = DashboardDecalsLights03
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = .07      ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .15     ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0 ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 1     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark
[EXTRA_FX_EMISSIVE_...]
MESHES = ARROW_RPM03, ARROW_SPEED03, ARROW_FUEL03, ARROW_WATER_TEMP03
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = .0075         ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 0 ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 1     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark
[EMISSIVE_LIGHT_4]
NAME = ClusterOdemeter_03
COLOR = 2.2,2,1.2,.8
LAG = 0.8
SIMULATE_HEATING = 1
[EXTRA_FX_EMISSIVE_...]
MESHES = Object1613
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = .2          ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 2      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 2  ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)
COVERED_BY = Lights_Effect06
; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 1     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark
[EMISSIVE_LIGHT_5]
NAME = LED_ABS03
COLOR = 4,2,.5,5
OFF_COLOR = 4,2,.5,5
LAG = 0.8
SIMULATE_HEATING = 1
[EXTRA_FX_EMISSIVE_...]
MESHES = LED_ABS03, LED_ENGINE03, LED_BATTERY03, LED_LIGHT_03, LED_FUEL03
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = .05         ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = .3  ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 1     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark
[EMISSIVE_LIGHT_8]
NAME = TurboDecals, TurboDecals.001, TurboDecals.002, ARROW_TURBO.001,  ARROW_TURBO,  ARROW_TURBO.002, ARROW_RPM2, ARROW_SPEED03, ARROW_FUEL03, TachometerDecal1, ARROW_RPM, ARROW_TURB
COLOR = 4,4,4,1
LAG = 0.8
SIMULATE_HEATING = 1
[EXTRA_FX_EMISSIVE_...]
MESHES = TurboDecals, TurboDecals.001, TurboDecals.002
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = .4      ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .2     ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1 ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 1     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark
[EXTRA_FX_EMISSIVE_...]
MESHES = TachometerDecal1
DIGITAL_INSTRUMENTS = 0  ; filters for digital instruments (for most of them,
    ; names of sections in “digital_instruments.ini”), only for cars
RANGE = .4       ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = .05      ; optional brightness multiplier (could be an RGBA value)
DIRECTED = 1 ; set for 0 for point light and 1 for directed light, or to 
    ; something in-between (by default guessed based on mesh shape)

; Optional optimization flags for cars:
INTERIOR_ONLY = 1        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views only

; Optional advanced tweaks for more complex cases
EMISSIVE_TWEAK = 1       ; extra tonemapping for emissive color to balance things out
    ; (set to 0 to disable, set above 1 to further reduce effect or large emissive value)
MIP_BIAS = 10             ; MIP bias for texture (increase for smoother light)
IGNORE_TEXTURE_COLOR = 0 ; set to 1 to use COLOR and emissive color only

; Optional distribution settings (can affect performance):
COVERAGE = 3            ; samples density, by default 3 for cars and 2 for tracks (actual
    ; number of samples is controlled by mesh area, light range and coverage)
SAMPLES_LIMIT = 100      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 0       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = 1     ; set to something above 0 to weld vertices within that distance
    ; before splitting elements
NORMAL_SHIFT = 0         ; increase to move light producing samples away from surface alogn
    ; normals (use it if surroundings are too dark
[EMISSIVE_...]
NAME = LED_FUEL03
BIND_TO=FUEL
INPUT_THRESHOLD=5
INPUT_THRESHOLD_INVERSE=1
COLOR = 4,2,.5,5
LAG = 0.8
SIMULATE_HEATING = 1
[EMISSIVE_...]
NAME =LED_ENGINE03, LED_BATTERY03
BIND_TO=STALLED
COLOR = 10,.5,.5,10
LAG = 0.8
SIMULATE_HEATING = 1
[EMISSIVE_...]
NAME =LED_HANDBRAKE03
BIND_TO=HANDBRAKE
COLOR = 10,.5,.5,10
LAG = 0.8
SIMULATE_HEATING = 1
[EMISSIVE_HIGHBEAM_...]
NAME = LED_LIGHT_03
COLOR = .5,.5,10,10
LAG = 0.8
SIMULATE_HEATING = 1
[EMISSIVE_BRAKE_0]
NAME=Object1549
COLOR=156,10,0,.5
FALLBACK_HEADLIGHTS_COLOR=125,15,0,.015
LAG=0.0
SIMULATE_HEATING=0
LOCATION=REAR

[REFRACTING_HEADLIGHT_2]
SURFACE = Object1544
INSIDE = Object1550, Object1548, Object1549, Object1551

ABSORPTION = 0.000000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.580000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.012212,-0.021135,0.999731
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.000000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.280000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,-0.000000,0.000000
MIRROR_POS = -1.209064,0.603906,-2.071434
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = -0.441132,0.569516,-2.141299
RADIUS = 0.275479
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.440000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1
RESOLUTION_MULT = 10
SYNC_EMISSIVE_AUTO = 1

[EMISSIVE_TURNSIGNAL_RIGHT_0]
RANGE_PREFIX=IndecatorLED_
RANGE_START_INDEX=56
RANGE_END_INDEX=71
RANGE_DELAY=0.03 ; to compensate for that there are more of them
COLOR=300,100,0,.1
OFF_COLOR=0,0,0
LAG=0
REPEAT_FREQENCY_HZ=1.9
LOCATION=REAR
SIMULATE_HEATING=0
CAST_LIGHT=1
REPEAT_FREQENCY_HAZARDS_HZ=0

[EMISSIVE_TURNSIGNAL_RIGHT_1]
;front left bulb
NAME=ns13_taill_dmax_ng004
COLOR=12,8,2,3
LAG=.0
SIMULATE_HEATING=0
REPEAT_FREQENCY_HZ=1.9
[REFRACTING_HEADLIGHT_3]
SURFACE = Object1586
INSIDE = Object1553, IndecatorLED_56, IndecatorLED_57, IndecatorLED_58, IndecatorLED_59, IndecatorLED_60, IndecatorLED_61, IndecatorLED_62, IndecatorLED_63, IndecatorLED_64, IndecatorLED_65, IndecatorLED_66, IndecatorLED_67, IndecatorLED_68, IndecatorLED_69, IndecatorLED_70,IndecatorLED_71

ABSORPTION = 0.000000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.580000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.012212,-0.021135,0.999724
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.000000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.280000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,-0.000000,0.000000
MIRROR_POS = -1.209064,0.603906,-2.071434
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = -0.525981,0.619044,-2.141481
RADIUS = 0.205000
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.440000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1
RESOLUTION_MULT = 10
SYNC_EMISSIVE_AUTO = 1

[REFRACTING_HEADLIGHT_4]
SURFACE = Object1585
INSIDE = Object1552

ABSORPTION = 0.000000
AMBIENT_MULT = 0.250000
BASE_EMISSIVE_K = 0.580000
BOUNCED_BACK_MULT = 0.400000
BULB_BLUR_K = 2.000000
BULB_REFLECTION_K = 0.200000
CUSTOM_BULB_0 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_1 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_2 = 0.500000,0.500000,0.000000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 1.000000
DIFFUSE_MAP_MULT = 1.000000
DIRECTION = 0.012212,-0.021135,0.999702
DYNAMIC_EMISSIVE_MAP = 0
EMISSIVE_MULT = 1.000000
EXTRA_GLASS_COLORIZATION = 1
EXTRA_SIDE_THICKNESS = 0.000000
F0 = 0.800000
GLASS_COLOR = 0.250000,0.250000,0.250000
GLASS_EMISSIVE_MULT = 0.000000
GLASS_EXTRA_THICKNESS = 0.005000
INNER_SPECULAR = 10.000000
INNER_SPECULAR_EXP = 800.000000
IOR = 1.280000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -0.500000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1.000000,-0.000000,0.000000
MIRROR_POS = -1.209064,0.603906,-2.071434
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.600000
ORIGIN = -0.257976,0.604884,-2.141487
RADIUS = 0.095100
REFLECTIVENESS_DIFFUSE_MULT = 60.000000
REFLECTIVENESS_MULT = 10.000000
REFLECTIVE_GAMMA = 1.000000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.440000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1
RESOLUTION_MULT = 10
SYNC_EMISSIVE_AUTO = 1


[REFRACTING_HEADLIGHT_5]
SURFACE = Object438
INSIDE = ns13_taill_dmax_ng004, Object436

ABSORPTION = 0.000000
AMBIENT_MULT = 0.500000
BASE_EMISSIVE_K = 0.000000
BOUNCED_BACK_MULT = 0.240000
BULB_BLUR_K = 4.000000
BULB_REFLECTION_K = 0.000000
CUSTOM_BULB_0 = 0.481000,0.466000,0.200000,0.000000
CUSTOM_BULB_1 = 0.481000,0.466000,0.075000,0.000000
CUSTOM_BULB_2 = 0.481000,0.466000,0.075000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 0.000000
DIFFUSE_MAP_MULT = 0.000000
DIRECTION = 0.137729,-0.028699,-0.990043
DYNAMIC_EMISSIVE_MAP = 1
EMISSIVE_MULT = 1.770000
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 101.000000
F0 = 1.000000
GLASS_COLOR = 1.000000,0.999992,0.999900
GLASS_EMISSIVE_MULT = 0.200000
GLASS_EXTRA_THICKNESS = 0.000000
INNER_SPECULAR = 2.000000
INNER_SPECULAR_EXP = 20.000000
IOR = 1.700000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -2.000000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = -1.001824,-0.062971,0.025204
MIRROR_POS = 2.280518,0.338165,-0.663940
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.500000
ORIGIN = -0.569580,0.380157,2.172485
RADIUS = 0.105000
RAYTRACE_STEP_INCREASE = 1.000000
RAYTRACE_STEP_START = 0.010000
REFLECTIVENESS_DIFFUSE_MULT = 50.000000
REFLECTIVENESS_MULT = 2.000000
REFLECTIVE_GAMMA = 2.500000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.500000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 10

[REFRACTING_HEADLIGHT_6]
SURFACE = Object462
INSIDE = ns13_taill_dmax_ng004, Object436

ABSORPTION = 0.000000
AMBIENT_MULT = 0.500000
BASE_EMISSIVE_K = 0.000000
BOUNCED_BACK_MULT = 0.240000
BULB_BLUR_K = 4.000000
BULB_REFLECTION_K = 0.000000
CUSTOM_BULB_0 = 0.481000,0.466000,0.200000,0.000000
CUSTOM_BULB_1 = 0.481000,0.466000,0.075000,0.000000
CUSTOM_BULB_2 = 0.481000,0.466000,0.075000,0.000000
CUSTOM_BULB_3 = 0.500000,0.500000,0.000000,0.000000
DIFFUSE_MAP_FILTER_MULT = 0.000000
DIFFUSE_MAP_MULT = 0.000000
DIRECTION = -0.225801,-0.031173,-0.973660
DYNAMIC_EMISSIVE_MAP = 1
EMISSIVE_MULT = 1.770000
EXTRA_GLASS_COLORIZATION = 0
EXTRA_SIDE_THICKNESS = 101.000000
F0 = 1.000000
GLASS_COLOR = 1.000000,0.999992,0.999900
GLASS_EMISSIVE_MULT = 0.200000
GLASS_EXTRA_THICKNESS = 0.000000
INNER_SPECULAR = 2.000000
INNER_SPECULAR_EXP = 20.000000
IOR = 1.700000
IOR_FLYOUT_FLAT = 0.000000
LOD_BIAS = -2.000000
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = -1.001824,-0.062971,0.025204
MIRROR_POS = 2.280518,0.338165,-0.663940
NM_SHARE_EXT = 0.000000
NM_SHARE_INT = 0.500000
ORIGIN = 0.564362,0.416992,2.164612
RADIUS = 0.105000
RAYTRACE_STEP_INCREASE = 1.000000
RAYTRACE_STEP_START = 0.010000
REFLECTIVENESS_DIFFUSE_MULT = 50.000000
REFLECTIVENESS_MULT = 2.000000
REFLECTIVE_GAMMA = 2.500000
REFRACTION_MASKING = 0
SIDE_FALLOFF = 0.500000
USE_COLORED_BULBS = 0
USE_CUSTOM_BULBS = 0
USE_NORMAL_ALPHA = 1
SYNC_EMISSIVE_AUTO=1
RESOLUTION_MULT = 10

[Material_Metal_v2]
Materials = seatchr
BrightnessAdjustment = 0.8
DetailScale = 50
Metalness = 1
Reflectance = .5
LocalReflectionsSharpness = 0
Smoothness = .1
ClearCoatSmoothness = .1
ClearCoatIntensity = .3
[Material_InteriorPBRDetail]
Materials = seatback
DetailScale = 1000
ApplyTilingFix = 0
BrightnessAdjustment = 0.5
DetailNormalPBRSmoothness = .05
DetailNormalPBRSmoothnessGamma = .8
Metalness = 0.00
Reflectance = 0.15
LocalReflectionsSharpness = 0.0
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
Smoothness = .05
CubemapReflectionBlur = 0.8
[Material_InteriorPBRDetail]
Materials = intaotub
DetailScale = 80
ApplyTilingFix = 0
BrightnessAdjustment = 0.5
DetailNormalPBRSmoothness = .05
DetailNormalPBRSmoothnessGamma = .8
Metalness = 0.25
Reflectance = 0.2
LocalReflectionsSharpness = 0.0
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
Smoothness = .1
CubemapReflectionBlur = 0.8
[Material_InteriorPBRDetail]
Materials = intaoclothdetail, seatin
DetailScale = 80
ApplyTilingFix = 0
BrightnessAdjustment = 0.3
DetailNormalPBRSmoothness = .1
DetailNormalPBRSmoothnessGamma = .8
Metalness = 0.00
Reflectance = 0.00
LocalReflectionsSharpness = 0.0
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
Smoothness = .0
CubemapReflectionBlur = 0.8
[Material_InteriorPBRDetail]
Materials = intaoblackplastic
DetailScale = 1
ApplyTilingFix = 0
BrightnessAdjustment = 0.4
DetailNormalPBRSmoothness = .1
DetailNormalPBRSmoothnessGamma = .8
Metalness = 0.00
Reflectance = 0.1
LocalReflectionsSharpness = 0.0
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
Smoothness = .2
CubemapReflectionBlur = 0.8
[Material_InteriorPBRDetail]
Materials = intaodashleather, seatl4
DetailScale = 50
ApplyTilingFix = 0
BrightnessAdjustment = 0.4
DetailNormalPBRSmoothness = .1
DetailNormalPBRSmoothnessGamma = 0
Metalness = 0.00
Reflectance = 0.1
LocalReflectionsSharpness = 0.0
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
Smoothness = .05
CubemapReflectionBlur = 0.8
[Material_InteriorPBRDetail]
Materials = steerleather
DetailScale = 25
ApplyTilingFix = 0
BrightnessAdjustment = 0.05
DetailNormalPBRSmoothness = .3
DetailNormalPBRSmoothnessGamma = .8
Metalness = 0.00
Reflectance = 0.1
LocalReflectionsSharpness = 0.0
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
Smoothness = .1
CubemapReflectionBlur = 0.8
[Material_InteriorPBRDetail]
Materials = harnews
DetailScale = 1
ApplyTilingFix = 0
BrightnessAdjustment = 0.3
DetailNormalPBRSmoothness = .1
DetailNormalPBRSmoothnessGamma = .8
Metalness = 0.00
Reflectance = 0.00
LocalReflectionsSharpness = 0.0
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
Smoothness = .0
CubemapReflectionBlur = 0.8
[Material_InteriorPBRDetail]
Materials = seatout
DetailScale = 20
ApplyTilingFix = 1
BrightnessAdjustment = 0.4
DetailNormalPBRSmoothness = .0
DetailNormalPBRSmoothnessGamma = .8
Metalness = 0.00
Reflectance = 0.00
LocalReflectionsSharpness = 0.0
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
Smoothness = .0
CubemapReflectionBlur = 0.8