; Include Files
[INCLUDE: common/navigators.ini]
[INCLUDE: navigators_mixins.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: common/no_popup_lights.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: pbr_int.ini]
[INCLUDE: pbr.ini]
[INCLUDE: pbr_ext.ini]
[INCLUDE: android_auto/config.ini]
[INCLUDE: common/gt3_exhaust_glow.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: scriptable_display.ini]

[Material_CarPaint_Solid]
CarPaintMaterial =car_paint_job
FresnelMax = 0.8
FresnelC = 0.16
FlakesK = 0
SpecularSun  = 0.4, 5000
SpecularBase  = 0.1, 400
AmbientSpecular = 0.01
BrightnessAdjustment = 0.7 ; compensates for ambient specular
ColoredSpecular = 0.3
AmbientSpecularEXP = 1.0
ClearCoatThickness = 0.1
PROP_23=extClearCoatThickness, 0.1

[Material_CarPaint_Chrome]
BaseSpecularColor = #FFFFFF
CarPaintMaterial = rims_paint_job
UseMetallicReflections = 1.2
ClearCoatThickness = 0.1
ColoredSpecular = 0.95
SpecularBase = 0.9, 70
SpecularMult = 2
SpecularSun = 0.06, 90
FresnelMax = 0.4
FresnelC = 0.2
PROP_0  = isAdditive, 1
PROP_1 = ksDiffuse, 0.2
PROP_2 = ksAmbient, 0.1
RESOURCE_1 = txDetail
RESOURCE_COLOR_1 = #3D3D3D

[Material_Glass]
Materials = rear_red_glass
FilmIOR = 2
ExtraLightsAdjustment = 0.0
Refraction = 0.1
Desaturate = 0.5
ThicknessMult = 0.9
EXTRA_MASK_PASS = 6
EXTRA_MASK_PASS_OPACITY = 6

[SHADER_REPLACEMENT_...] ; Carbon1
MATERIALS = exterior_carbon_fiber
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.04
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.9
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 320
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...] ; Carbon2
MATERIALS = steering_wheel_carbon_D
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 1
PROP_... = ksSpecularEXP, 100
PROP_... = fresnelMaxLevel, 0.04
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.9
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 120
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[Material_Glass]
Materials = front_tinted_glass
MaskPass = 10     ; mask pass opacity
MaskPassColor = 0.0, 1.7, 0.8
IOR = 1.5          ; looks better like this
FilmIOR = 1.7      ; redefine IOR for external film layer to increaase reflections
ThicknessMult = 3 ; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0
usenormalmap = 1

[Material_Glass]
Materials = rear_tinted_glass
ThicknessMult = 40 
EXTRA_MASK_PASS = 1.5
EXTRA_MASK_PASS_OPACITY = 0
FilmIOR= 2

[Material_PhotoelasticGlass]
Meshes= toyota_supra_mk5_egcu_spec.207
PhotoelasticityBaseScale = 5      ; this parameter alters scale in general
PhotoelasticityNoiseScale = 0.03  ; deeply affects randomization process, careful with it
PhotoelasticitySpotsScale = 0.3   ; spots for limiting effect to some areas
PhotoelasticitySpotsOffset = 0.03  ; offset for spots, to try and fit effect nice on existing meshes
PhotoelasticityStripesScale = 8   ; how many stripes are there
ProfileFix = 0.02
FilmIOR=0.25

[Material_Chrome]
Materials=headlight_satin_metal_dark
Smoothness = 0.7
Metalness = 0.3
Reflectance = .2
BrightnessAdjustment = 0.17
OcclusionMap=0.2
CubemapReflectionBlur = 0.5

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=toyota_supra_mk5_egcu_spec.215
COLOR=9,2,0, 90
OFF_COLOR=0.3,1.1,0, 90
LAG=0.7 
SIMULATE_HEATING=0 
LOCATION=SIDE
TOGGLE_VISIBILITY = 0

[Material_Chrome]
Materials=tailights_chrome_1
Smoothness = 1
Metalness = 0.5
Reflectance = 0.6
OcclusionMap=0.5
BrightnessAdjustment = 0.5
CubemapReflectionBlur = 0

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=toyota_supra_mk5_egcu_spec.326, toyota_supra_mk5_egcu_spec.206
COLOR=4,5,10,50
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=material:buttons
COLOR=1,1,1,10
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=toyota_supra_mk5_egcu_spec.038
COLOR=1,1,1,3
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1

[EXTRA_FX] ; Front + Taillights Glass Only
MASK_GBUFFER = material:headlight_lenses, material:tinted_headlight_glass, material:rear_red_glass

[EXTRA_FX_EMISSIVE_...]
MESHES = toyota_supra_mk5_egcu_spec.215
RANGE = .04           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1          ; optional brightness multiplier (could be an RGBA value)
DIRECTED =1    ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views onlys

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 = 0             ; 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 = 2000            ; 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 = 1000  ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...      ; 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)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[Material_Leather] L1
Materials=interior_roof_synthetic_plain_threads_1
OcclusionMap=0.7
DetailScale=40
Reflectance = 0.2
Smoothness = 0.4
Brightness=0.45
ApplyTilingFix=0
DetailNormalIntensity=1
DetailNormalBlend=2

[Material_Leather] L1
Materials=interior_rubber_seals
OcclusionMap=0.7
DetailScale=40
Reflectance = 0.2
Smoothness = 0.4
Brightness=0.45
ApplyTilingFix=0
DetailNormalIntensity=1
DetailNormalBlend=2

[Material_Leather] L1
Materials=interior_leather_1
OcclusionMap=0.7
DetailScale=25
Reflectance = 0.2
Smoothness = 0.4
Brightness=0.45
ApplyTilingFix=0
DetailNormalIntensity=1
DetailNormalBlend=3

[Material_Leather] L1
Materials=steering_wheel_alcantara
OcclusionMap=0.4
DetailScale=8
Reflectance = 0.2
Smoothness = 0.4
Brightness=0.3
ApplyTilingFix=0
DetailNormalIntensity=1
DetailNormalBlend=5

[Material_Plastic_v2]
Materials=interior_rough_plastic_2
Brightness=0.6
OcclusionMap = 0.6
Smoothness = 0.3
Reflectance = 0.1
DetailScale=23
ApplyTilingFix=1
DetailNormalIntensity=5

[Material_Plastic_v2]
Materials=interior_matte_black_plastic_1
Brightness=0.6
OcclusionMap = 0.6
Smoothness = 0.3
Reflectance = 0.1
DetailScale=23
ApplyTilingFix=1
DetailNormalIntensity=5

[Material_Plastic_v2]
Materials=interior_glossy_plastic_1
Brightness=0.8
OcclusionMap = 0.8
Smoothness = 0.3
Reflectance = 0.1
DetailScale=23
ApplyTilingFix=1
DetailNormalIntensity=5

[Material_InteriorPBRDetail]
Materials = black_plate, rpm_piano_black, piano_black_2, piano_black_1
Reflectance = 0.72
Smoothness = 1
DetailNormalBlend =0
DetailScale =0
BrightnessAdjustment = 0
UseClearCoat = 1             ; set to 1 to add clear coat to material
ClearCoatSmoothness = 1    ; smoothness of clear coat
ClearCoatIntensity = 6     ; multiplier for clear coat, with 0, it’s pretty much disabled
ClearCoatNormalsShare = 0.0  ; how much of “txNormalDetail” goes to clear coat
ClearCoatF0 = 0.01          ; F0 for clear coat, should be 0.04 for most cases

[Material_Glass]
Materials = plates_glass
ThicknessMult = 10 
EXTRA_MASK_PASS = 1.5
EXTRA_MASK_PASS_OPACITY = 0
FilmIOR= 2

[LIGHT_LICENSEPLATE]
; no need to specify meshes names if material is using
; Plate_D.dds and Plate_NM.dds textures
MESHES=toyota_supra_mk5_egcu_spec.245
OFFSET=0.0, 0.0, -0.0
RANGE=0.3
RANGE_GRADIENT_OFFSET=0.2
SPOT=150
SPOT_SHARPNESS=0
COLOR=10,10,12,5
; other supported values: TWO_ON_TOP, ONE_ON_TOP
LAYOUT=TWO_ON_TOP

[Material_Plastic_v2]
Materials=interior_satin_metal_1
Brightness=0.4
OcclusionMap = 0.6
Smoothness = 0.7
Reflectance = 0.9
DetailScale=500
ApplyTilingFix=1
DetailNormalIntensity=1

[BRAKEDISC_FX]
ACTIVE = 1   
REFRESH = 1
CERAMIC = 0
CARVED = 0
CARVED_FREQUENCY = 10
GLOW_OFFSET = 1.82
DEBUG = 0
DISC_INTERNAL_RADIUS = 0.0
DISC_RADIUS = 0.128
ALPHA_MASK = 0.0, 0.2
NORMAL_MASK = 0.9, 0.3   
LUMINOCITY_MASK = 0.1,0.3
WEAR_FORCE = 1
GLOW_FORCE = 0ad

[Material_Carpet_v2]
Materials=carpet_base
Reflectance = 0.04
DetailNormalTexture = common/pbr_carpet.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 1
DetailScale = 45
BrightnessAdjustment = 0.6

[EMISSIVE_BRAKE_...]
NAME=toyota_supra_mk5_egcu_spec.105, toyota_supra_mk5_egcu_spec.104
COLOR=35,0, 0,25
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
FALLBACK_BRAKES_COLOR=35,0,0,10
FALLBACK_HEADLIGHTS_COLOR=4,5,10,50
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking
LOCATION=REAR

[EMISSIVE_BRAKE_...]
NAME=toyota_supra_mk5_egcu_spec.334
COLOR=35,0, 0,25
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
INPUT = BRAKE
INPUT_THRESHOLD = 0.95
BLINK_REPEAT = 1 ; just make it blink
BLINK_FREQENCY_HZ = 4 ; sets frequency for blinking
LOCATION=REAR

[EMISSIVE_TURNSIGNAL_LEFT_...]
NAME=toyota_supra_mk5_egcu_spec.200
COLOR=9,2,0, 20
LAG=0.7 
SIMULATE_HEATING=0 
LOCATION=SIDE
TOGGLE_VISIBILITY = 0

[EMISSIVE_TURNSIGNAL_RIGHT_...]
NAME=toyota_supra_mk5_egcu_spec.321
COLOR=9,2,0, 20
LAG=0.7 
SIMULATE_HEATING=0 
LOCATION=SIDE
TOGGLE_VISIBILITY = 0

[EXTRA_FX_EMISSIVE_...]
MESHES = toyota_supra_mk5_egcu_spec.105, toyota_supra_mk5_egcu_spec.326, toyota_supra_mk5_egcu_spec.206, toyota_supra_mk5_egcu_spec.104, toyota_supra_mk5_egcu_spec.200, toyota_supra_mk5_egcu_spec.321
RANGE = .03           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 1,0,0,1          ; optional brightness multiplier (could be an RGBA value)
DIRECTED =1    ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 0
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views onlys

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 = 0             ; 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 = 2000            ; 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 = 1000  ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...      ; 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)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[Material_CarPaint_Chrome]
Materials = headlights_chrome_lenses
NormalsMode = BASIC
BrightnessAdjustment = 0.2
SpecularBase = 1,30
SpecularSun = 12,1500
PROP_0 = isAdditive, 2
ClearCoatThickness = 0.2

[SHADER_REPLACEMENT_...]
MATERIALS = headlight_lenses
PROP_0_... = ksAlphaRef, 1

[Material_Glass]
Materials = headlight_lenses
IOR = 1.4         ; looks better like this
FilmIOR = 1.4     ; redefine IOR for external film layer to increase reflections
ThicknessMult = 15 ; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=40,40,40,60
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.717, 0.583, 1.66
DIRECTION=0, 0, -1
RANGE=0.041
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=2
SPOT=300

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=40,40,40,60
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.643S, 0.582, 1.73
DIRECTION=0, 0, -1
RANGE=0.041
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=2
SPOT=300

[LIGHT_EXTRA_...]
BIND_TO_HEADLIGHTS = 1
AMBIENT_INFLUENCE = 0
COLOR=40,40,40,60
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.561, 0.559, 1.78
DIRECTION=0, 0, -1
RANGE=0.041
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=2
SPOT=300

[LIGHT_EXTRA_...]
BIND_TO_HIGHBEAM = 1
AMBIENT_INFLUENCE = 0
COLOR=40,40,40,90
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.732, 0.631, 1.64
DIRECTION=0, 0, -1
RANGE=0.041
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=9
SPOT=300

[LIGHT_EXTRA_...]
BIND_TO_HIGHBEAM = 1
AMBIENT_INFLUENCE = 0
COLOR=40,40,40,90
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.649, 0.618, 1.7
DIRECTION=0, 0, -1
RANGE=0.041
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=9
SPOT=300

[LIGHT_EXTRA_...]
BIND_TO_HIGHBEAM = 1
AMBIENT_INFLUENCE = 0
COLOR=40,40,40,90
DIFFUSE_CONCENTRATION = 0
EXTERIOR_ONLY=0
INTERIOR_ONLY=0
AFFECTS_TRACK=0
SIMULATE_HEATING= 0.2
LAG=0.19
FADE_AT=200
FADE_SMOOTH=50
MIRROR=0.0, 0, 0
POSITION=0.575, 0.605, 1.755
DIRECTION=0, 0, -1
RANGE=0.041
RANGE_GRADIENT_OFFSET=0.3
SPECULAR_MULT=9
SPOT=300

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS = 1
POSITION=0.717, 0.583, 1.66
MIRROR=0
DIRECTION=0, -0.2, 1
INTERIOR_ONLY = 0
BOUND_EMISSIVE_MAX = 1
SPOT=75
COLOR=5,5,5,300
SPECULAR_MULT=0
RANGE=0.2
DIFFUSE_CONCENTRATION=1
LAG=0.1
ACT_AS_HEADLIGHT=1

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS = 1
POSITION=0.643S, 0.582, 1.73
MIRROR=0
DIRECTION=0, -0.2, 1
INTERIOR_ONLY = 0
BOUND_EMISSIVE_MAX = 1
SPOT=75
COLOR=5,5,5,300
SPECULAR_MULT=0
RANGE=0.2
DIFFUSE_CONCENTRATION=1
LAG=0.1
ACT_AS_HEADLIGHT=1

[SelfLight_Headlights]
BIND_TO_HEADLIGHTS = 1
POSITION=0.561, 0.559, 1.78
MIRROR=0
DIRECTION=0, -0.2, 1
INTERIOR_ONLY = 0
BOUND_EMISSIVE_MAX = 1
SPOT=75
COLOR=5,5,5,300
SPECULAR_MULT=0
RANGE=0.2
DIFFUSE_CONCENTRATION=1
LAG=0.1
ACT_AS_HEADLIGHT=1

[LIGHT_HEADLIGHT_0]
AFFECTS_TRACK=1
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=18,25,35,3
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.2, 1
EXTERIOR_ONLY=0
FADE_AT=450
FADE_SMOOTH=50
INTERIOR_ONLY=0
LOWBEAM_RANGE_MAX=30
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0
MIRROR_DIRECTION=0
POPUP_ENABLED=0
POSITION=0.651, 0.581, 1.71
RANGE=110
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=129.6
SECOND_SPOT_INTENSITY=0.27
SECOND_SPOT_RANGE=20
SECOND_SPOT_SHARPNESS=0.58
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=48
SPOT_EDGE=0.02088, 0.01992, 0.018
SPOT_EDGE_SHARPNESS=50
SPOT_SHARPNESS=0
SPOT_UP=0.0499376, 0.998752, 0

[SHADER_REPLACEMENT_...] ; Exhaust
MATERIALS = titanium_exhaust_burn
PROP_... = ksAmbient, 0.15
PROP_... = ksDiffuse, 0.15
PROP_... = ksSpecular, 4
PROP_... = ksSpecularEXP, 200
PROP_... = fresnelMaxLevel, 0.05
PROP_... = fresnelEXP, 1.5
PROP_... = fresnelC, 0.9
PROP_... = useDetail, 1
PROP_... = detailUVMultiplier, 320
PROP_... = detailNormalBlend, 1
DOUBLE_FACE_SHADOW_BIASED = 1

[SCRIPTABLE_DISPLAY_...]
MESHES = toyota_supra_mk5_egcu_spec.362
RESOLUTION = 1278, 745 ; matches values in navigator
DISPLAY_POS = 0, 0
DISPLAY_SIZE = 1280, 799
KEEP_BACKGROUND = 0 ; Stop CSP from painting original texture as background to get stereo and navigator 
  ; to work. Script will need to reset background manually or things will leave trails.
INTERACTIVE = 1 ; Keep track of mouse position over the display (adds extra cost, especially on high poly meshes)
FORCE_UPDATE_AFTER = NAVIGATOR_0
SCRIPT = roma.lua
RearCameraPosition = 0.104, 1.01, -1.45

[RENDERING_CAMERA_0]
DYNAMIC_TEXTURE_ID = camera_rear ; here, we will create “dynamic::camera_rear” texture
POSITION = 0, 0.685, -2.65
DIRECTION = 0, -0.5, -1
INCLUDE_CAR = 1
REFRESH_RATE = 20  ; doesn’t need to update too often, those in-car cameras are usually pretty nasty
INTERIOR_ONLY = 1  ; stop rendering if camera is not interior one
CLIP_NEAR = 0.005  ; the way it’s positioned, it needs to render things that are very close (bits of car)
FOV = 168          ; huge FOV to get that authentic look
RESOLUTION = 3200, 2000 ; and massive resolution too
ACTIVE_BY_DEFAULT = 1 ; inactive by default, activated by a script
WITH_LIGHTING = 1
; RELATIVE_TO = DOOR_L

[RENDERING_CAMERA_1]
DYNAMIC_TEXTURE_ID = camera_360 ; here, we will create “dynamic::camera_rear” texture
POSITION = 0, 8.6, .3
DIRECTION = 0, -1, 0
INCLUDE_CAR = 1
REFRESH_RATE = 20  ; doesn’t need to update too often, those in-car cameras are usually pretty nasty
INTERIOR_ONLY = 1  ; stop rendering if camera is not interior one
CLIP_NEAR = 0.005  ; the way it’s positioned, it needs to render things that are very close (bits of car)
FOV = 60        ; huge FOV to get that authentic look5
RESOLUTION = 1500, 2000 ; and massive resolution too
ACTIVE_BY_DEFAULT = 0 ; inactive by default, activated by a script
WITH_LIGHTING = 1
; RELATIVE_TO = DOOR_L

[TEXTURE_PREPROCESSING_...]
DYNAMIC_TEXTURE_ID = camera_rear_distorted ; new “dynamic::camera_rear_distorted” texture
TEXTURE_SOURCE = dynamic::camera_rear ; use previously specificed camera texture
RESOLUTION = 900, 500 ; target resolution matches screen one, RESOLUTION for camera is just that multiplied by four
EFFECT = FISHEYE  ; use BASIC if you only need color correction (SATURATION, BRIGHTNESS, etc.)
INTENSITY = 1.7   ; intensity of fisheye effect, adjusted for 170° FOV
EXPOSURE = .6      ; this value activates tonemapping to get image from HDR to LDR space
BRIGHTNESS = 0.7  ; a bit dimmer

[TEXTURE_PREPROCESSING_...]
DYNAMIC_TEXTURE_ID = camera_360_distorted ; new “dynamic::camera_rear_distorted” texture
TEXTURE_SOURCE = dynamic::camera_360 ; use previously specificed camera texture
RESOLUTION = 250., 500 ; target resolution matches screen one, RESOLUTION for camera is just that multiplied by four
EFFECT = FISHEYE  ; use BASIC if you only need color correction (SATURATION, BRIGHTNESS, etc.)
INTENSITY = 0.4   ; intensity of fisheye effect, adjusted for 170° FOV
EXPOSURE = .4      ; this value activates tonemapping to get image from HDR to LDR space
BRIGHTNESS = 0.7  ; a bit dimmer

[ANALOG_INDICATOR_...]
INPUT = RPM
INPUT_MAX = 7200
NAME = RPM_ARROW
DELAY = 0
ZERO = -50
STEP=0.0308

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=toyota_supra_mk5_egcu_spec.109_SUB0
COLOR=1,1,1,1
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=Plane.004
COLOR=1,1,1,10
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1

[EMISSIVE_LIGHT_...] ; Instrument Cluster
NAME=toyota_supra_mk5_egcu_spec.362
COLOR=1,1,1,2
LAG=0.2
SIMULATE_HEATING=0
LOCATION=FRONT
CAST_LIGHT=1
CLUSTER_THRESHOLD=1

[Material_DigitalScreen]  ; set digital screen material
Materials = screens
ScreenScale = 500
ScreenAspectRatio = 0.5
MatrixType = TN

[Material_DigitalScreen]  ; set digital screen material
Materials = android_auto
ScreenScale = 500
ScreenAspectRatio = 0.5
MatrixType = TN

[EMISSIVE_LIGHT_...]
NAME= toyota_supra_mk5_egcu_spec.110
COLOR=1,1,1,9
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0
TOGGLE_VISIBILITY=1

[EMISSIVE_HIGHBEAM_0]
NAME=toyota_supra_mk5_egcu_spec.213
COLOR=0, 5, 15
LAG=0
LOCATION=NONE
CHANNEL=0
TOGGLE_VISIBILITY=1

[EMISSIVE_HANDBRAKE_0]
NAME=toyota_supra_mk5_egcu_spec.353
COLOR=40,0,0,2
BLINK_FREQENCY_HZ=1
LAG=0.0
TOGGLE_VISIBILITY = 1

[EMISSIVE_ABS_INACTION_0]
COLOR=40,15,0,1
NAME=
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_TRACTIONCONTROL_INACTION_0]
COLOR=40,10,0,2
NAME=Plane.001
TOGGLE_VISIBILITY = 0
LAG=0.0

[EMISSIVE_TRACTIONCONTROL_0] ; Warning Traction Off 1
NAME=Plane.002
TOGGLE_VISIBILITY = 1
COLOR=0
OFF_COLOR=20,6,0.1,3.5
LAG=0.2

[EMISSIVE_...]
NAME=Plane
INPUT=SPEED
TOGGLE_VISIBILITY = 1
BLINK_REPEAT = 1                ; just make it blink
BLINK_FREQENCY_HZ = 0.5         ; sets frequency for blinking
COLOR=40,4,0.5, 2
LAG=0.8

[EXTRA_FX_EMISSIVE_...]
MESHES = material:dashlights, material:buttons ; list of meshes
RANGE = 0.01           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.2          ; optional brightness multiplier (could be an RGBA value)
DIRECTED =1        ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views onlys

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 = 0             ; 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 = 2000             ; 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 = 2000      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...      ; 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)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[EMISSIVE_LIGHT_...]
NAME= toyota_supra_mk5_egcu_spec.359
COLOR=4,0,5, 10
CAST_LIGHT=1
ACT_AS_HEADLIGHTS=0

[EXTRA_FX_EMISSIVE_...]
MESHES = toyota_supra_mk5_egcu_spec.359 ; list of meshes
RANGE = 0.1           ; range in meters (by default 0.08 for cars and 5 for tracks)
COLOR = 0.3          ; optional brightness multiplier (could be an RGBA value)
DIRECTED =1       ; set for 0 for point light and 1 for directed light, or to
DISABLE_WITH_EMISSIVE_LIGHT = 1
INTERIOR_ONLY = 0        ; show up for interior views only
EXTERIOR_ONLY = 0        ; show up for exterior views onlys

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 = 0             ; 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 = 2000             ; 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 = 2000      ; upper limit for number of samples to make sure generation won’t
    ; take huge amount of time, by default 400 for tracks
SPLIT_ELEMENTS = 1       ; split meshes into elements before generating samples, 
    ; by default 1 for tracks
SPLIT_THRESHOLD = ...      ; 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)
COVERED_BY = …           ; stop emissive if a mesh with given name is visible

[LIGHT_EXTRA_...]
; R FOOT WELL LIGHTS
BIND_TO_OFF_COLOR=1
AFFECTS_TRACK=0
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=8,0,8,28
LAG=0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.00, -0.1, -0.0
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=1
MIRROR=1
MIRROR_DIRECTION=0
POSITION=-0.55, 0.387, 0.576
RANGE=0.9
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=150
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[LIGHT_EXTRA_...]
; R FOOT WELL LIGHTS
BIND_TO_OFF_COLOR=1
AFFECTS_TRACK=0
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
COLOR=8,0,8,28
LAG=0.5
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.00, -0.1, -0.0
EXTERIOR_ONLY=0
FADE_AT=120
FADE_SMOOTH=30
INTERIOR_ONLY=1
MIRROR=1
MIRROR_DIRECTION=0
POSITION=0.55, 0.387, 0.576
RANGE=0.9
RANGE_GRADIENT_OFFSET=0.25
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=150
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0.4

[EMISSIVE_REVERSE_0]
NAME=toyota_supra_mk5_egcu_spec.360
COLOR=25, 25, 25,10
LAG=0.8
SIMULATE_HEATING=0.3

[EXHAUST_FLAMES]
ANTILAG=1 ; turbo antilag, i havent tested this yet
ANTILAG_DELAY=0.6 ; how long after antilag trigger do flames start, in seconds
ANTILAG_INTENSITY=9 flame size
ANTILAG_INTERVAL_MAX=6900
ANTILAG_INTERVAL_MIN=700000
ANTILAG_TURBO_THRESHOLD=0.0
DAMAGE=0 ; engine damage? idk
DAMAGE_DURATION=0.00
DAMAGE_INTENSITY=0
DAMAGE_PROBABILITY=0
DISCHARGE=1 ; lifting off the throttle
DISCHARGE_CHARGE_TIME=0 ; how long you have to press the throttle to "charge" the flames
DISCHARGE_DELAY=0.2 ; delay after throttle lift
DISCHARGE_DURATION=1 ; length of flame shooting, in seconds
DISCHARGE_PROBABILITY=1; chance of flame shoot on lift, 1 is guaranteed, 0 is never
DISCHARGE_INTENSITY=30; flame size
DISCHARGE_RPM_THRESHOLD_MAX=7000 ; self explanatory
DISCHARGE_RPM_THRESHOLD_MIN=2000 ; self explanatory
DISCHARGE_WATER_TEMPERATURE_THRESHOLD=60
FLAT_SHIFT=1 ; on upshift
FLAT_SHIFT_COOLDOWN=0 ; after upshift
FLAT_SHIFT_DURATION=0.1 ; length of flame shooting, in seconds
FLAT_SHIFT_GAS_THRESHOLD=50 ; how much gas needs to be pressed on upshift for flame, 100 is wide open
FLAT_SHIFT_INTENSITY=1 ; flame size
FLAT_SHIFT_PROBABILITY=1 ; chance of flame shoot on upshift
FLAT_SHIFT_RPM_THRESHOLD=6500
LIMITER=1 ; on hitting the limiter
LIMITER_DELAY=0 ; delay, in seconds
LIMITER_INTENSITY=1000 ; flame size
LIMITER_RPM_THRESHOLD=3000 ; limiter flames will not shoot below this rpm

[DI_DRIVEN_SESSION_...]
DIGITAL_ITEM = 2
DIGITAL_ITEM_NUMBER_FORMAT = 1.0

[DI_AMBIENT_TEMPERATURE_...]
DIGITAL_ITEM = 3
DIGITAL_ITEM_NUMBER_FORMAT = 1.0

