[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini, common/grass_fx.ini

[SHADER_REPLACEMENT_...]
MATERIALS = 
DOUBLE_FACE_SHADOW_BIASED = 1

---------------- Bounced Light ---------------------

[BOUNCED_LIGHT]
SUPPORTED = 1  
SURFACE_MATERIALS = park_track  
OBJECT_MATERIALS = 
SPOT_MATERIALS = 
OCCLUDING_MATERIALS = 
CAUSTICS = 1
CAUSTICS_SCALE = 0.2  

----------------- SOL ---------------------------

[SOL]
HORIZON_OFFSET=0.0
DOME_SIZE=35000
SUN_DAWN=1
SUN_DUSK=1
SMOG_MORNING=0.3
SMOG_NOON=0.4
SMOG_EVENING=0.3
EXPOSURE_FIX=1

----------------- Conditions --------------------

[CONDITION_0]
NAME=FIRE
INPUT=ONE
FLASHING_FREQUENCY=2
FLASHING_SMOOTHNESS=1
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_BOUND=1
FLASHING_NOISE_AMPLITUDE=15.75
FLASHING_NOISE_SPEED=20
FLASHING_MIN_VALUE=0.5
FLASHING_SYNCED=0

[SMOOTH_NORMALS_...]
MATERIALS = 
PRECISION = 0.001
NORMAL_CONTRIBUTION = 0

----------------- Material Adjustment ----------------------------

[MATERIAL_ADJUSTMENT_1]
DESCRIPTION= parklamp
MATERIALS= parklampemissive
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=255,255,255,0.1
VALUE_0_OFF=0, 0, 0
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_2]
DESCRIPTION= streetlamp
MATERIALS= streetlampemissive
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=255,255,200,1
VALUE_0_OFF=0, 0, 0
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_3]
DESCRIPTION= shoplight
MATERIALS= shop3lit, shop4lit, shop5lit  
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=255,255,200,0.01
VALUE_0_OFF=0, 0, 0
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_4]
DESCRIPTION= signs
MATERIALS= neon, moyoslogo
ACTIVE=1
KEY_0=ksEmissive
VALUE_0=255,255,200,0.05
VALUE_0_OFF=0, 0, 0
CONDITION=ALWAYS_ON

[MATERIAL_ADJUSTMENT_5]
DESCRIPTION= fire
MATERIALS= dragonflame
ACTIVE=1
VISIBILITY_LEVEL=1
KEY_0=ksEmissive
VALUE_0=255,75,26,0.1
VALUE_0_OFF=ORIGINAL
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=ORIGINAL
CONDITION=FIRE

[MATERIAL_ADJUSTMENT_6]
DESCRIPTION= park yellow lights
ACTIVE=1
KEY_0 = ksEmissive
VALUE_0 = 255,250,250, 0.15
VALUE_0_OFF = 0,0,0
MATERIALS= yellowlight
CONDITION = ALWAYS_ON

---------------- Spot Lights -----------------------------------

[LIGHT_SERIES_1]
ACTIVE=1
VISIBILITY_LEVEL=1
DESCRIPTION= downlight
MATERIALS = downlit
MESHES= downlit
OFFSET=0,0,0
DIRECTION=0,-1,0
SPOT=180
SPOT_SHARPNESS=0.1
RANGE=60
RANGE_GRADIENT_OFFSET=0.6
FADE_AT=80
FADE_SMOOTH=80
DIFFUSE_CONCENTRATION=0.8
CLUSTER_THRESHOLD=3
COLOR=255,255,255,0.05
COLOR_OFF=0
CONDITION=ALWAYS_ON

[LIGHT_SERIES_2]
ACTIVE=1
VISIBILITY_LEVEL=1
DESCRIPTION= downlightstreet
MATERIALS = downlitstreet
MESHES= 
OFFSET=0,0,0
DIRECTION=0,-1,0
SPOT=180
SPOT_SHARPNESS=0.1
RANGE=40
RANGE_GRADIENT_OFFSET=0.6
FADE_AT=80
FADE_SMOOTH=80
DIFFUSE_CONCENTRATION=0.8
CLUSTER_THRESHOLD=3
COLOR=255,255,200,0.02
COLOR_OFF=0
CONDITION=ALWAYS_ON

[LIGHT_SERIES_3]
ACTIVE=1
VISIBILITY_LEVEL=1
DESCRIPTION= downlightunderbridge
MATERIALS = downlitunderbridge
MESHES= 
OFFSET=0,0,0
DIRECTION=0,-1,0
SPOT=180
SPOT_SHARPNESS=0.2
RANGE=60
RANGE_GRADIENT_OFFSET=0.6
FADE_AT=80
FADE_SMOOTH=80
DIFFUSE_CONCENTRATION=0.8
CLUSTER_THRESHOLD=3
COLOR=255,255,200,0.02
COLOR_OFF=0
CONDITION=ALWAYS_ON



---------------- GRASS ---------------------

[GRASS_FX]
; Spawning areas
GRASS_MATERIALS = longgrass, patchygrass, tracksidemudandgrass  ; list of materials to spawn grass on top of
GRASS_MESHES =               ; same for meshes
OCCLUDING_MATERIALS = orangeblock, mossbrick, concrete, herringbone, rockformation1, rockformation2, mudrock, pathbrick, park_track, parkroad, mosswall, stone_wall, pavement, muddygrass ; list of occluding materials: for example, road mesh covering grass mesh, adding road material here would stop grass from showing through the road
OCCLUDING_MESHES =           ; same for meshes
OCCLUDING_MATERIALS_ALPHA =  ; list of smoothly occluding materials: imagine a piece of grass and a piece of sand on top, smoothly blending out showing grass, add sand material here for transition to work nicely
OCCLUDING_MESHES_ALPHA =     ; same for meshes
ORIGINAL_GRASS_MATERIALS =
MASK_MAIN_THRESHOLD = -1
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1   
SHAPE_SIZE = 4.0   ; general size
SHAPE_TIDY = 0.0   ; how tidy grass is (untidy grass in uneven, tilted more)
SHAPE_CUT = 0.0    ; how cut grass is
SHAPE_WIDTH = 1.0  ; grass width relative to its height

TEXTURE =  grass_fx/highlands.dds  ; located next to config file; if not found there, patch would look in its textures folder
TEXTURE_GRID = 8, 3      ; columns and rows

[GRASS_FX_TEXTURE_GROUP_0]
 ; flower grass
PIECE_0 = 0, 1
PIECE_1 = 1, 1
PIECE_1_CHANCE = 35
PIECE_2 = 1, 2, 2, 1
PIECE_2_CHANCE = 5
PIECE_3 = 3, 1
PIECE_4 = 0, 4
PIECE_4_CHANCE = 10
PIECE_4_SIZE_MULT = 0.2,0.2
 
[GRASS_FX_TEXTURE_GROUP_1]
 ; extra grass converted to sparse tall grass
PIECE_0 = 6, 0
PIECE_0_CHANCE = 1.5
PIECE_0_SIZE_MULT = 1.1,1.3
PIECE_1 = 3, 1, 1, 2
PIECE_1_CHANCE = 1
PIECE_1_SIZE_MULT = 1.0,1.2
PIECE_2 = 8, 1
PIECE_2_CHANCE = 15
PIECE_2_SIZE_MULT = 1.0,1.2
 
; Wild grass with flowers
[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 2
TEXTURE_GROUP_0_CHANCE = 1 	; flower grass
TEXTURE_GROUP_1_CHANCE = 1	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1   
SHAPE_SIZE = 2.0, 2.0
SHAPE_TIDY = 2, 2
SHAPE_CUT = 0, 0

; Wild grass with flowers
[GRASS_FX_CONFIGURATION_B]
TEXTURE_BASE_CHANCE = 2
TEXTURE_GROUP_0_CHANCE = 0 	; flower grass
TEXTURE_GROUP_1_CHANCE = 0	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1   
SHAPE_SIZE = 1.0, 1.0
SHAPE_TIDY = 1, 1
SHAPE_CUT = 0, 0

; Long grass
[GRASS_FX_CONFIGURATION_C]
TEXTURE_BASE_CHANCE = 2
TEXTURE_GROUP_0_CHANCE = 0 	; flower grass
TEXTURE_GROUP_1_CHANCE = 0	; extra grass converted to sparse tall grass
MASK_MAIN_THRESHOLD = 0.5
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1   
SHAPE_SIZE = 15.0, 4.0
SHAPE_TIDY = 1, 1
SHAPE_CUT = 0, 0

[GRASS_FX_ADJUSTMENT_0]
MATERIALS = patchygrass
MAP=A, 1

[GRASS_FX_ADJUSTMENT_1]
MATERIALS = tracksidemudandgrass
MAP=B, 1

[GRASS_FX_ADJUSTMENT_1]
MATERIALS = longgrass
MAP=A, 1

---------------- WATER --------------------

[Material_Water]
Materials = water
Meshes =         ; also working as usual
Type = water   ; or sea or pool or river (4 options) or water

[RAIN_FX]
PUDDLES_MATERIALS = park_track, road_white_line, concrete, dirtyconcrete, basketball court
SOAKING_MATERIALS = 
SMOOTH_MATERIALS = 
ROUGH_MATERIALS = 
LINES_MATERIALS = 
LINES_FILTER_MATERIALS = 
