; configuration file for arctic_circle_raceway

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

[BASIC]
SUPPORTS_WIND=1

[WIND]
DYNAMIC_FLAGS=AUTO

[SPECTATORS]
MESHES = crowd?

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

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; startsignal

[SHADER_REPLACEMENT_...]
ACTIVE = 1
MATERIALS = GRPITLTA
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txDiffuse
RESOURCE_TEXTURE_0 = txDiffuse
RESOURCE_1 = txNormal
RESOURCE_COLOR_1 = 127, 127, 255
RESOURCE_2 = txMaps
RESOURCE_COLOR_2 = 255, 255, 255
RESOURCE_3 = txDetail
RESOURCE_COLOR_3 = 255, 255, 255
RESOURCE_4 = txEmissive
RESOURCE_FILE_4 = light3.dds

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; grassfx

[GRASS_FX]
GRASS_MESHES = 1GRASS?
OCCLUDING_MATERIALS = ROAD?, RMBL?, KERB?
MASK_MAIN_THRESHOLD = 0.5  ; how saturated (with green) should the surface be (not real saturation, could be more than 1)
MASK_RED_THRESHOLD = 0.05  ; offsets target color from green to yellow and red, if set high enough
MASK_MIN_LUMINANCE = 0.02  ; minimum luminance to spawn grass on
MASK_MAX_LUMINANCE = 0.35  ; maximum luminance
SHAPE_SIZE = 2.0, 2.0  
MASK_BLUR = 1
SHAPE_CUT=0
TRIM_PERIOD=THURSDAY
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3

[GRASS_FX_TEXTURE_GROUP_0]
PIECE_0 = 1, 1 ; extra textures, X and Y of slot starting with 1, skipping first row
PIECE_1 = 2, 1
PIECE_2 = 1, 2, 2, 1 ; texture taking 2×1 slots
PIECE_2_CHANCE = 0.1

; configuration A for shorter near grass 
[GRASS_FX_CONFIGURATION_A]
SHAPE_SIZE = 2.0, 2.0
TRIM_PERIOD = THURSDAY
TEXTURE_GROUP_0_CHANCE = 0.025

[GRASS_FX_ADJUSTMENT_...]
MESHES = 1GRASS?
MAP = A

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; rainfx
 
[RAIN_FX]
PUDDLES_MATERIALS = ROADA,RMBL?,ROADB
SOAKING_MATERIALS = ROADA
SMOOTH_MATERIALS = GRDRA
ROUGH_MATERIALS = GRVLA,GRAS1072,GRASA,GRAS1092,GRVLE,sand
STREAM_EDGE_... = 303.7, 13.17, -220.31,303.85, 13.18, -221.82
STREAM_EDGE_... = 275.8, 13.15, -223.12,275.86, 13.17, -224.67
STREAM_EDGE_... = 243.98, 13.16, -226.18,243.95, 13.19, -227.71
STREAM_EDGE_... = 216.08, 13.16, -228.98,215.8, 13.3, -230.48
STREAM_EDGE_... = 267.61, 19.81, -211.03,243.93, 19.87, -213.65
STREAM_EDGE_... = 244.99, 28.73, -214.31,237.29, 29.19, -214.13

---------------------------------------------------------------------------------------
; fixes

[INCLUDE: common\materials_track.ini]

[Material_Horizon]
ACTIVE=1
MATERIALS=TREELINE?
LocalContrast = 1      
LocalContrastBlur = 4  
SaturatedTint = 1, 1, 1
SaturatedAdd = 0, 0, 0 
Tint = 1, 1, 1         
Add = 0, 0, 0          
Saturation = 1         
Brightness = 1         
Gamma = 1              
FogMultiplier = 1      
AlignNormals = 1       
UseAO = 0

[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= horizon
MATERIALS= TREELINE? 
PROP_... = ksAmbient, 0.27
PROP_... = ksDiffuse, 0.17
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 1
PROP_... = ksEmissive, 0
PROP_... = ksAlphaRef, 0.5
CAST_SHADOWS= 0

[SMOOTH_NORMALS_...]
MESHES = 1GRASS?, 
PRECISION = 0.0001
NORMAL_CONTRIBUTION = 0

[SMOOTH_NORMALS_...]
MATERIALS = XXXX1068, XXXX1069, XXXX1070, XXXX1090, XXXX1060, XXXX1095, XXXX1096,  
PRECISION = 0.0001
NORMAL_CONTRIBUTION = 0

[SHADER_REPLACEMENT_...]
ACTIVE= 1
DESCRIPTION= darker treewalls
MATERIALS = XXXX1068, XXXX1069, XXXX1070, XXXX1090, XXXX1060, XXXX1095, XXXX1096,  
BLEND_MODE= ALPHA_TEST
CAST_SHADOWS= 1
CULL_MODE= OFF
IS_TRANSPARENT= 0
SHADER = ksTree
PROP_... = ksDiffuse, 0.18
PROP_... = ksAmbient, 0.15
PROP_... = ksSpecular, 0
PROP_... = ksSpecularEXP, 1
PROP_... = ksEmissive, 0
PROP_... = ksAlphaRef, 0.5 

-------------------------SEASON-------------------------------------

[CONDITION_2]
NAME = SEASON_SUMMER
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0|0.10=0|0.14=0.7|0.20=0.60|0.3=0.53|0.7=0.5|0.8=0.45|0.98=0.8|1=0|)
LAG = 0
 
[CONDITION_3]
NAME = SEASON_MUD
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0|0.08=0.5|0.10=0.6|0.20=0.4|0.25=0|0.7=0|0.8=0.8|0.95=0.6|0.98=0|1=0.0|)
LAG = 0
 
[CONDITION_4]
NAME = SEASON_AUTUMN
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0|0.7=0|0.8=0.8|0.90=0.6|0.98=0|1=0.0|)
LAG = 0
 
[CONDITION_5]
NAME = SEASON_WINTER
INPUT = YEAR_PROGRESS
LUT=(|-1=0|0=0.3|0.05=0.3|0.07=1|0.14=1|0.144=0.2|0.25=0|0.95=0|1=0.3|)
LAG = 0
 
[MATERIAL_ADJUSTMENT_10]
ACTIVE = 1
MATERIALS = 
CONDITION = SEASON_SUMMER
KEY_0 = ksDiffuse
VALUE_0 = 0.20
OFF_VALUE_0 = 0.25
KEY_1 = ksAmbient
VALUE_1 = 0.05
OFF_VALUE_1 = 0.60
DESCRIPTION = grasstree fix
 
[MATERIAL_ADJUSTMENT_11]
ACTIVE = 1
MATERIALS =grass
CONDITION = SEASON_SUMMER
KEY_0 = ksDiffuse
VALUE_0 = 0.30
OFF_VALUE_0 = 0.25
KEY_1 = ksAmbient
VALUE_1 = 0.25
OFF_VALUE_1 = 0.40
DESCRIPTION = grasstree fix
 
[MATERIAL_ADJUSTMENT_12]
ACTIVE = 1
MATERIALS = sand
CONDITION = SEASON_SUMMER
KEY_0 = ksDiffuse
VALUE_0 = 0.20
OFF_VALUE_0 = 0.23
KEY_1 = ksAmbient
VALUE_1 = 0.07
OFF_VALUE_1 = 0.58
DESCRIPTION = grasstree fix
 
[MATERIAL_ADJUSTMENT_13]
ACTIVE = 1
DESCRIPTION = parking asphalt
MATERIALS =
KEY_0 = ksAmbient
VALUE_0 = 0.2
VALUE_0_OFF = 0.2
KEY_1 = ksDiffuse
VALUE_1 = 0.3
VALUE_1_OFF = 0.3
KEY_2 = ksSpecular
VALUE_2 = 0.05
CONDITION = SEASON_SUMMER
 

[MATERIAL_ADJUSTMENT_14]
ACTIVE = 1
MATERIALS = grass
CONDITION = SEASON_SUMMER
KEY_0 = seasonSummer
VALUE_0 = 1.2
OFF_VALUE_0 = 0.0

 
[MATERIAL_ADJUSTMENT_15]
ACTIVE = 1
MATERIALS = Material #6301, Material #6275, Material #6278, Material #6286, Material #6287, Material #6282, Material #6290, Material #6492, Material #6288, Material #6289, Material #6280, Material #6294, Material #6293, Material #6277, Material #6276, Material #6292, Material #6283, Material #6281, Material #6274
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 1.5
OFF_VALUE_0=0.0
 
[MATERIAL_ADJUSTMENT_16]
ACTIVE = 1
MATERIALS = horizon, TWALA, XXXX1009, XXXX1010, XXXX1054, XXXX1060, XXXX1068, XXXX1069, XXXX1070, XXXX1090, XXXX1095, XXXX1096,
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 3.0
OFF_VALUE_0 = 0.0
 
[MATERIAL_ADJUSTMENT_17]
ACTIVE = 1 
MATERIALS = "Material #6654",  Material #6655, Material #6297, Material #6296,  
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 0.9
OFF_VALUE_0 = 0.0

[MATERIAL_ADJUSTMENT_18]
ACTIVE = 1
MATERIALS = grass, "Material #6291", "Material #6284", XXXX1098, XXXX1032, XXXX1061, XXXX1062, 
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 0.8
OFF_VALUE_0 = 0.0
 
[MATERIAL_ADJUSTMENT_19]
ACTIVE = 1
MATERIALS = vibreur, Road, road parking, old road, Road pit
CONDITION = SEASON_WINTER
KEY_0 = seasonWinter
VALUE_0 = 0.4
OFF_VALUE_0 = 0.0

[MATERIAL_ADJUSTMENT_20]
ACTIVE = 1
MATERIALS =
CONDITION = SEASON_AUTUMN
KEY_0 = seasonAutumn
VALUE_0 = 1.1
OFF_VALUE_0 = 0.0
 
[MATERIAL_ADJUSTMENT_21]
ACTIVE = 1
MATERIALS = Material #6275, buisson,arbre delicious, arbre_X4, arbre_tree
CONDITION = SEASON_AUTUMN
KEY_0 = seasonAutumn
VALUE_0 = 1.2
OFF_VALUE_0 = 0.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; window light

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = XXXX1011
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_TEXTURE_0 = xxxx1011_E.dds

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = XXXX1012
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_TEXTURE_0 = xxxx1012_E.dds

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = XXXX1015
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_TEXTURE_0 = xxxx1015_E.dds

[SHADER_REPLACEMENT_...]
ACTIVE=1
MATERIALS = XXXX1022
SHADER = ksPerPixelMultiMap_emissive
RESOURCE_0 = txEmissive
RESOURCE_TEXTURE_0 = xxxx1022_E.dds

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=windows emissive lighting
MATERIALS=XXXX1011,XXXX1022,XXXX1012,XXXX1015
KEY_0=ksEmissive
VALUE_0=255,255,255,0.0005
VALUE_0_OFF=0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0, 0, 0
CONDITION=NIGHT_SMOOTH
