[INCLUDE: common/materials_interior.ini]
[INCLUDE: common/materials_carpaint.ini]
[INCLUDE: common/materials_glass.ini]
[INCLUDE: common/custom_emissive.ini]
[INCLUDE: common/selflighting.ini]
[INCLUDE: refractions.ini]
[INCLUDE: pbr.ini]
[INCLUDE: common/selflighting.ini]

[BASIC]
RACING_CAR = 1                 ; CSP 会依据车辆类别判断是否为赛车，许多默认参数取决于此（赛车默认无近光灯）
OPEN_WHEELER = 0               ; 标记开轮车，用于推测火花、轮胎与渲染排序；默认从 “ui_car.json” 标签识别
RALLY_CAR = 0                  ; 类似逻辑，主要用于在单车赛事中切换更亮的拉力前灯
DIESEL_ENGINE = 0              ; 是否为柴油机（影响排气烟雾颜色）
BRAKES_THRESHOLD = 0.01        ; 刹车灯点亮的踏板阈值
LIGHT_DAMAGE_SPEED_MIN = 80    ; 灯具开始损坏的碰撞速度
LIGHT_DAMAGE_SPEED_MAX = 120   ; 灯具完全损坏的碰撞速度
IS_LOW_BEAM_AVAILABLE = 1      ; 是否提供近光灯（默认仅为街车提供）
HEADLIGHTS_ARE_HEADLIGHTS = 1  ; 大灯是否用于真实照明（部分 Mod 会用来驱动仪表动画等）
STOP_LODS_ADJUSTMENT = 0       ; 即便用户希望不同 LOD 行为，也禁止CSP自动调整（如强制使用 LOD B）
IGNORE_OTHER_CONFIGS = 0       ; 设为 1 可忽略其他路径下的配置文件
NO_NEED_FOR_LIGHTS_FIX=1       ; 针对旧版 CSP 制作的车辆，若额外灯光过亮可改为 0 启用修正
SPARKS_UPWARDS_FORCE = 300     ; 火花受力倍数（默认：开轮 500、赛车 300、其他 100）


[AUDIO_VOLUME]
ENGINE_EXT = 1
ENGINE_INT = 1
GEAR_EXT = 0.3
GEAR_INT = 0.7
BODYWORK = 0.7
WIND = 0.7
DIRT = 1.0
DOWN_SHIFT = 10.0
HORN = 1.0
GEAR_GRIND = 3.0
BACKFIRE_EXT = 1.3
BACKFIRE_INT = 0.9
TRACTION_CONTROL_EXT = 1.3
TRACTION_CONTROL_INT = 1.3
TRANSMISSION = 5
LIMITER = 1.0
TURBO = 3.7
HIT = 1.0
SCRAPE = 1.0
WHEEL = 0.4
SKID_EXT = 1.5
SKID_INT = 1.0


[AUDIO_PITCH]
ENGINE_EXT = 0.97
ENGINE_INT = 1.03
GEAR_EXT = 10.0
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 = 1.3
BACKFIRE_INT = 0.7
TRACTION_CONTROL_EXT = 1.0
TRACTION_CONTROL_INT = 1.0
TRANSMISSION = 0.96
LIMITER = 1.0
TURBO = 3.7
HIT = 1.0
SCRAPE = 1.0
WHEEL = 1.0
SKID_EXT = 1.0
SKID_INT = 1.0


[BRAKEDISC_FX]
ACTIVE = 1           ; set to 0 to disable the whole thing if car uses ksBrakeDisc shader for something else
CERAMIC = 1            ; use ceramic look
CARVED =1            ; add a bit of carving, radial lines (fast for shader to compute)
CARVED_FREQUENCY = 1  ; increase to make more lines
GLOW_OFFSET = 0.65    ; increase to offset heated and worn center more to the center, decrease to offset it more to the outside area; with 0.5, it would be in the middle

; Patch guesses holes from alpha-channel of txDiffuse. Holes don’t glow or reflect stuff and look dark:
ALPHA_MASK = 0.0, 0.75  ; hole is everything with alpha below 0.1, everything with alpha above 0.2 is not a hole, in-between is a transition

; Patch can also estimate deepenings based on luminance and normal texture. Deepenings glow with a delay (but fully heated, glow more) and are a bit occluded:
LUMINOCITY_MASK = 1.0, 0.0  ; everything darker than 0.01 is a deepening
NORMAL_MASK = 1.0,  1.0        ; everything looking away more than 50% is a deepening

; Patch would try and guess size of brake disc and its inside area from its mesh, but if it fails:
DISC_RADIUS = 0.22          ; radius of a brake disc
DISC_INTERNAL_RADIUS = 0.083; radius of an inside part of a brake disc

; Another feature is that patch would mask reflections with rim, stopping brake disc from reflecting sky if looked at a angle. By default it would use rim radius and 60% of wheel width (for the distance between brake disc and exterior part) from “tyres.ini”, could be changed if needed:
RIM_RADIUS = 0.55 ; inside radius of a rim
RIM_HEIGHT = 0.1   ; distance between surface of brake disc and vertical surface of a wheel rim



[EXTRA_FX]
MASK_GBUFFER=
SKIP_GBUFFER=Glass-LightCover.001, Glass-Windshield.001, Glass-SideWindow.001, GR_LightGlass_LL, glub, Glass-Glass.002


[SHADER_REPLACEMENT_...] ;Making some meshes doublesided
ACTIVE = 1
MESHES = Glass-Chrome, Chassis-CarbonFiber, Glass_black
MATERIALS = Body, Chassis, Chassis2
CULL_MODE = DOUBLESIDED
DOUBLE_FACE_SHADOW_BIASED = 1


[INCLUDE: common/gt3_exhaust_glow.ini]
ExhaustLightPoint = 0.910524, -0.247381, -0.210155
ExhaustPoint = 1.01565, -0.10592, -0.213285
ExhaustMeshes_MultiMap =exhaust_inner
ExhaustAreaScale = 0.77, 0.77, 0.44
ExhaustDynamicLights = 1
ExhaustRadiusInner = 0.07
ExhaustRadiusThicknessInv = 2
ExhaustNormalsK = 0.345
ExhaustTemperatureMin = 80
ExhaustTemperatureMax = 92


;////////////////////////////////////// 3D Driver

; Driver Plastics
[SHADER_REPLACEMENT_...]
MATERIALS = RSS_Helmet_Glass
PROP_... = ksDiffuse, 0.11
PROP_... = ksAmbient, 0.111
PROP_... = ksSpecular, 1
PROP_... = fresnelMaxLevel,1.6
PROP_... = fresnelEXP,4
PROP_... = fresnelC, 0.155
PROP_... = ksSpecularEXP, 225
PROP_... = extExtraSharpLocalReflections, 3.35

; Driver Paints
[SHADER_REPLACEMENT_...]
MATERIALS = RSS_Helmet
PROP_... = ksDiffuse, 0.31
PROP_... = ksAmbient, 0.344
PROP_... = ksSpecular, 0.1
PROP_... = fresnelMaxLevel,1.1
PROP_... = fresnelEXP,3
PROP_... = fresnelC, 0.23
PROP_... = ksSpecularEXP, 177
PROP_... = extExtraSharpLocalReflections, 6.35

; Driver Face
[SHADER_REPLACEMENT_...]
MATERIALS = uv
PROP_... = ksDiffuse, 0.266
PROP_... = ksAmbient, 0.255
PROP_... = ksSpecular, 0.01
PROP_... = fresnelMaxLevel,0.1
PROP_... = fresnelEXP,7
PROP_... = fresnelC, 0.01
PROP_... = ksSpecularEXP, 88
PROP_... = extExtraSharpLocalReflections, 2

; Driver Eye
[SHADER_REPLACEMENT_...]
MATERIALS = Eye_material
PROP_... = ksDiffuse, 0.2
PROP_... = ksAmbient, 0.2
PROP_... = ksSpecular, 0.01
PROP_... = fresnelMaxLevel,0.5
PROP_... = fresnelEXP,3
PROP_... = fresnelC, 0.1
PROP_... = ksSpecularEXP, 125
PROP_... = extExtraSharpLocalReflections, 5

; Driver helmet padding 
[SHADER_REPLACEMENT_...]
MATERIALS = RSS_Helmet_Padding
PROP_... = ksDiffuse, 0.1
PROP_... = ksAmbient, 0.1
PROP_... = ksSpecular, 0.01
PROP_... = fresnelMaxLevel,0.1
PROP_... = fresnelEXP,7
PROP_... = fresnelC, 0.02
PROP_... = ksSpecularEXP, 77
PROP_... = extExtraSharpLocalReflections, 1

; Driver helmet hr
[SHADER_REPLACEMENT_...]
MATERIALS = HELMET_HR2
PROP_... = ksDiffuse, 0.1
PROP_... = ksAmbient, 0.1
PROP_... = ksSpecular, 0.01
PROP_... = fresnelMaxLevel,0.1
PROP_... = fresnelEXP,7
PROP_... = fresnelC, 0.02
PROP_... = ksSpecularEXP, 77
PROP_... = extExtraSharpLocalReflections, 1










[Material_CarPaint_Matte]
MESHES= Body-PlasticBlackGloss, Glass-HeadLightSurround
FresnelMax = 1
FresnelC = 0.1
AmbientSpecular = 1.0
AmbientSpecularEXP = 4.0
SpecularBase = 0.3, 5
SpecularSun = 0, 1



[Material_Plastic_v2]
Meshes=Chassis-Wiper
Reflectance = 0.1
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1
DetailScale = 50


[Material_CarPaint_Chrome]
MESHES=Glass-Chrome
FresnelMax = 1
FresnelC = 0.4
BrightnessAdjustment = 0.5
ColoredSpecular = 0.9
AmbientSpecular = 0.0
AmbientSpecularEXP = 2.5
ClearCoatThickness = 0.0


[Material_Glass]
Meshes =Glass-LightCover.001, Glass-Windshield.001, Body-Body.001, Glass-SideWindow.001, GR_LightGlass_LL.003, Glass-RainLight
MaskPass = 50     ; mask pass opacity
MaskPassColor = 0.02 , 0.12, 0.05
IOR = 1.5        ; looks better like this
FilmIOR = 3      ; redefine IOR for external film layer to increase reflections
ThicknessMult = 3 ; thicker glass passes less light through
BrightnessAdjustment = 0
ExtraLightsAdjustment = 0


[Material_Fabric_v2]
Meshes = Chassis-TowHook.001, Chassis-TowHook
Reflectance = 0.02
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
Reflectance = 0.4
ClothSheenColor = 1, 1, 1
DetailScale = 3


[Material_Aluminium_v2]
Meshes=EXT_Mechanics
Metalness=1
Reflectance=0.03
BrightnessAdjustment=0
DetailTexture=0.2
DetailNormalTexture=common/pbr_metal.dds
DetailNormalPBRSecondaryColor=1,1,1,0.7
DetailScale=6.7
DetailNormalBlend=2
DetailNormalPBRSmoothnessGamma=0.75







[Material_Aluminium_v2]
Meshes=Chassis-Radiator, Chassis-Exhaust
Metalness = 0.4
Reflectance = 1
BrightnessAdjustment = 0.5
DetailTexture = 1
DetailNormalTexture = common/pbr_metal.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0
DetailScale = 30
DetailNormalBlend = 1
DetailNormalPBRSmoothnessGamma = 2S


[Material_Carbon]
Meshes=Chassis-CarbonFiber, Interior-CarbonFiber.001, Interior-CarbonFiber, Interior-Interior
HasDetailNormals = 1
Smoothness = 0.9
Reflectance = 0.2
CubemapReflectionBlur = 0.35
UseClearCoat = 1
ClearCoatSmoothness = 1.0
ClearCoatIntensity = 1.0
DetailTexture = common/carbon.png
DetailNormalTexture = common/carbon_nm.png
DetailNormalBlend = 1
DetailScale = 800


[Material_Fabric_v2]
Meshes=Interior-Suede,
Reflectance = 0.02
DetailNormalTexture = common/pbr_fabric.dds
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.3
UseClothShading = 1
Reflectance = 0.4
ClothSheenColor = 1, 1, 1

[Material_Metal_v2]
Meshes=Interior-PaintSilver, Interior-Steel, Cockpit-SeatbeltSteel
Metalness = 0.5
BrightnessAdjustment = 0.8
LocalReflectionsSharpness = 1


[Material_Aluminium_v2]
Meshes=Body-GrilleLower, Body-GrilleUpper
Metalness=1
Reflectance=0.03
BrightnessAdjustment=0
DetailTexture=0.2
DetailNormalTexture=common/pbr_metal.dds
DetailNormalPBRSecondaryColor=1,1,1,0.4
DetailScale=6.7
DetailNormalBlend=2
DetailNormalPBRSmoothnessGamma=0.75


[Material_Aluminium_v2]
Meshes=exhaust
Metalness=1
Reflectance=0.03
BrightnessAdjustment=0
DetailTexture=0.2
DetailNormalTexture=common/pbr_metal.dds
DetailNormalPBRSecondaryColor=1,0.75,0.5,0.7
DetailScale=6.7
DetailNormalBlend=2
DetailNormalPBRSmoothnessGamma=0.75


[Material_Aluminium_v2]
Meshes=exhaust_inner
Metalness=1
Reflectance=0.03
BrightnessAdjustment=0
DetailTexture=0.2
DetailNormalTexture=common/pbr_metal.dds
DetailNormalPBRSecondaryColor=1,1,1,0.1
DetailScale=6.7
DetailNormalBlend=2
DetailNormalPBRSmoothnessGamma=0.75


[Material_Plastic_v2]
Meshes=Interior-PlasticBlack, Interior-PlasticSilver, Cockpit-PlasticBlack, Cockpit-PlasticBlackGloss
Reflectance = 0.08
DetailNormalPBRSecondaryColor = 0, 0, 0, 0.5
DetailNormalBlend = 0.5
DetailNormalTexture = common/pbr_plastic.dds
DetailNormalPBRSmoothnessGamma = 1
DetailTextureBlur = 1


[Material_CarPaint_Pearl]
MESHES=Interior-PaintBlack, zhijia
FresnelMax = 1
FresnelC = 0.1
BrightnessAdjustment = 0.9 ; compensates for ambient specular
PearlescentSpecular = 1.0
AmbientSpecular = 1.0
AmbientSpecularEXP = 3.0
ClearCoatThickness = 0.09
SpecularBase = 1, 50







;折射

;补光
[REFRACTING_HEADLIGHT_0]
SURFACE = GR_LightGlass_LL
INSIDE =GR_Light_LL.001
INSIDE_BULBS =yellow1

;补光
[REFRACTING_HEADLIGHT_1]
SURFACE = GR_LightGlass_LL.004
INSIDE =GR_Light_LL.001
INSIDE_BULBS =yellow1

;前左
[REFRACTING_HEADLIGHT_2]
SURFACE = left_f
INSIDE =left_f_cup
ABSORPTION = 0.02
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 = 0,0,-1
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 = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = 0.5852599,0.54422784,2.1193213
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = 0.585,0.54949963,2.163
RADIUS = 0.028700002
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 = 1


;前右
[REFRACTING_HEADLIGHT_3]
SURFACE = right_f
INSIDE =right_f_cup
ABSORPTION = 0.02
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 = 0,0,-1
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 = 0.0050000055
INNER_SPECULAR = 10
INNER_SPECULAR_EXP = 800
IOR = 1.5
IOR_FLYOUT_FLAT = 0
LOD_BIAS = -0.5
MIRROR_2_AS_5 = 0
MIRROR_3_AS_4 = 1
MIRROR_DIR = 1,0,0
MIRROR_POS = -0.5852587,0.54422784,2.1193218
NM_SHARE_EXT = 0
NM_SHARE_INT = 0.6
ORIGIN = -0.585,0.549,2.163
RADIUS = 0.028700002
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 = 1


;示廓
[REFRACTING_HEADLIGHT_4]
SURFACE = shikuo
INSIDE =shikuo_cup
SIDE_FALLOFF = 1


;倒车
[REFRACTING_HEADLIGHT_5]
SURFACE = reverse
INSIDE =reverse_cup
SIDE_FALLOFF = 1


;刹车
[REFRACTING_HEADLIGHT_6]
SURFACE = brake
INSIDE =brake_turn_cup
SIDE_FALLOFF = 1


;后左
[REFRACTING_HEADLIGHT_7]
SURFACE = left_b
INSIDE =brake_turn_cup
SIDE_FALLOFF = 1


;后右
[REFRACTING_HEADLIGHT_8]
SURFACE = right_b
INSIDE =brake_turn_cup
SIDE_FALLOFF = 1


;灯泡前
[REFRACTING_HEADLIGHT_9]
SURFACE = glub
INSIDE =Glass-Chrome.003
SIDE_FALLOFF = 1

;灯泡后
[REFRACTING_HEADLIGHT_10]
SURFACE = glub.001
INSIDE =Glass-Chrome.004
SIDE_FALLOFF = 1






;前灯
[LIGHT_HEADLIGHT_0]
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
BOUND_VERSION=0
COLOR=0.998258, 1, 0.931545, 10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0, -0.3,1
DISABLE_WITH_BOUNCED_LIGHT=0
DISABLE_WITH_EMISSIVE_LIGHT=0
EXTERIOR_ONLY=0
FADE_AT=450
FADE_FAKE_SHADOW=0
FADE_SMOOTH=50
INTERIOR_ONLY=0
LONG_SPECULAR=1
LOWBEAM_RANGE_MAX=70
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.844336
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.644216
OFF_MULT=0
OFF_POSITION=0, 0.506178, 1.9627
OFF_RANGE_MULT=0.125
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0.05
POSITION=0, 0.597074, 1.86262
PREFER_FRONT=-1
RANGE=10
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=120
SECOND_SPOT_INTENSITY=0.21
SECOND_SPOT_RANGE=16
SECOND_SPOT_SHARPNESS=0.5
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=48
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0
SPOT_UP=0, 1, 0
VOLUMETRIC_LIGHT=1


[LIGHT_HEADLIGHT_1]
BOUND_EMISSIVE_MAX=500
BOUND_EXP=1
BOUND_VERSION=0
BOUND_TO=GEO_LIGHTS_MASK_LOWER_0
COLOR=0.998258, 1, 0.931545, 10
DIFFUSE_CONCENTRATION=0.88
DIRECTION=0.0AW,0,1
DISABLE_WITH_BOUNCED_LIGHT=0
DISABLE_WITH_EMISSIVE_LIGHT=0
EXTERIOR_ONLY=0
FADE_AT=450
FADE_FAKE_SHADOW=0
FADE_SMOOTH=50
INTERIOR_ONLY=0
LONG_SPECULAR=1
LOWBEAM_RANGE_MAX=70
LOWBEAM_RANGE_MULT=0.8
LOWBEAM_RANGE_ONCOMING_MULT=0.4
MIRROR=0.759494
MIRROR_DIRECTION=0
NO_SELF_SPECULAR=1
OFF_FADE_MULT=0.3
OFF_MIRROR=0.644216
OFF_MULT=0
OFF_POSITION=0, 0.506178, 1.9627
OFF_RANGE_MULT=0.125
POPUP_EDGE_EXP=0.3
POPUP_EDGE_OFFSET=0.5
POPUP_ENABLED=1
POPUP_END=0.7
POPUP_SECOND_SPOT_EXP=0.6
POPUP_SECOND_SPOT_INITIAL_VALUE=0.4
POPUP_START=0.05
POSITION=0, 0.321545, 2.08418
PREFER_FRONT=-1
RANGE=200
RANGE_GRADIENT_OFFSET=0
SECOND_SPOT=120
SECOND_SPOT_INTENSITY=0.21
SECOND_SPOT_RANGE=16
SECOND_SPOT_SHARPNESS=0.5
SECOND_SPOT_SKIP=0.3
SINGLE_FREQUENCY=0
SPECULAR_MULT=1
SPOT=48
SPOT_EDGE=0.12, 0.12, 0.12
SPOT_EDGE_SHARPNESS=10
SPOT_SHARPNESS=0
SPOT_UP=0, 1, 0
VOLUMETRIC_LIGHT=1

; Version 2 - If you would like to have High Beam control, remove the comments from the lines below
; Or go to the default skin's ext_config.ini for some low beam setup
[BASIC]
IS_LOW_BEAM_AVAILABLE=1
IS_HIGH_BEAM_AVAILABLE=1


[EMISSIVE_LIGHT_0]
NAME=GR_LightGlass_LL, GR_LightGlass_LL.004, GR_Light_LL.002, yellow
COLOR=1,1,1,50
LAG=0			
SIMULATE_HEATING = 0 	
BIND_TO_HEADLIGHTS=1   
FADE_AT=9000

[EMISSIVE_LIGHT_1]
NAME=DISPLAY_BOSCH, Cockpit-PlasticYellow, Cockpit-PlasticOrange, Cockpit-PlasticBlue, Cockpit-PlasticGray, Cockpit-PlasticGreen, Interior-PlasticBlack.001
COLOR=1,1,1,5
LAG=0			
SIMULATE_HEATING = 0 	
BIND_TO_HEADLIGHTS=1   
FADE_AT=9000

[EMISSIVE_LIGHT_2]
NAME=Interior-PlasticBlack.001
COLOR=1,1,1,5
OFF_COLOR=1,1,1,2
LAG=0			
SIMULATE_HEATING = 0 	
BIND_TO_HEADLIGHTS=1   
FADE_AT=9000

[EMISSIVE_LIGHT_3]
NAME=shikuo
COLOR=200,1,1,2
OFF_COLOR=100,1,1,2
LAG=0			
SIMULATE_HEATING = 0 	
BIND_TO_HEADLIGHTS=1   
FADE_AT=9000



[EMISSIVE_HIGHBEAM_1]
NAME=Glass-LightCover.001
COLOR= 1,1,1,300	 
LAG = 0.1 			
SIMULATE_HEATING = 0		

[SelfLight]
POSITION=0, 0.597074, 1.85762	
MIRROR=0.844336				
SPOT=110				
RANGE=0.4				
COLOR = 1,1,1,200
LAG=0	
BIND_TO_HEADLIGHTS=1	
DIRECTION = -0.05,-0.01,1
FADE_AT=9000

[SelfLight]
POSITION=0, 0.597074, 1.89762	
MIRROR=0.844336				
SPOT=70			
RANGE=0.1				
COLOR = 1,1,1,700
LAG=0					
BIND_TO_HEADLIGHTS=1
DIRECTION = -0.05,-0.01,-1	
FADE_AT=9000	  


[SelfLight]
POSITION=0, 0.597074, 1.85762	
MIRROR=0.844336				
SPOT=110				
RANGE=0.4				
COLOR = 1,1,1,500
LAG=0	
BIND_TO_HEADLIGHTS=1	
BOUND_TO = Glass-LightCover.001
DIRECTION = -0.05,-0.01,1
FADE_AT=9000





[SelfLight]
POSITION=0, 0.577484, 1.95132	
MIRROR=0.73556				
SPOT=110				
RANGE=0.4				
COLOR = 1,1,1,200
LAG=0	
BIND_TO_HEADLIGHTS=1	
DIRECTION = -0.07,-0.01,1
FADE_AT=9000

[SelfLight]
POSITION=0, 0.577484, 1.99132	
MIRROR=0.73556				
SPOT=70			
RANGE=0.1				
COLOR = 1,1,1,700
LAG=0					
BIND_TO_HEADLIGHTS=1	
DIRECTION = -0.1,-0.01,-1	
FADE_AT=9000	


[SelfLight]
POSITION=0, 0.577484, 1.95132	
MIRROR=0.73556				
SPOT=110				
RANGE=0.4				
COLOR = 1,1,1,500
LAG=0	
BIND_TO_HEADLIGHTS=1	
BOUND_TO = Glass-LightCover.001
DIRECTION = -0.07,-0.01,1
FADE_AT=9000






;刹车
[LIGHT_BRAKES]
COLOR=5, 1, 1, 1   
POSITION=0, 0.619452, -2.1963 	
MIRROR=0.743012			
DIRECTION=-.7, -1,-1	


[EMISSIVE_BRAKE_0]
NAME=brake
COLOR=200,1,1,10		 ; 颜色  红，绿，蓝，亮度
FALLBACK_HEADLIGHTS_COLOR=1,1,1,0   ;在未踩刹车时，作为尾灯时的颜色
LAG=0			；熄灭延迟，最大0.9
FADE_AT=9000


[SelfLight]
POSITION=0, 0.619452, -2.08863	
MIRROR=0.743012				
SPOT=180				
RANGE=0.1				
COLOR = 200,1,1,10
LAG=0	
BOUND_TO = Glass-RedTailLight.002
DIRECTION = -0.6,-0.02,-1
FADE_AT=9000





;倒车灯
[LIGHT_REVERSE]
COLOR=1,1,1,10   
POSITION=0,0.626088, -2.17159
MIRROR=0.64076				
DIRECTION = 0.6,-0.02,-1


[EMISSIVE_REVERSE_0]
NAME=reverse
COLOR=1,1,1,400 	 ; 颜色  红，绿，蓝，亮度
SIMULATE_HEATING=0		;灯在熄灭时会变黄，模拟老式灯泡
LAG=0					；熄灭延迟，最大0.9
CAST_LIGHT=0			；默认为1 投射光线
FADE_AT=9000

[SelfLight]
POSITION=0,0.626088, -2.17159	
MIRROR=0.64076				
SPOT=180				
RANGE=0.2				
COLOR = 1,1,1,200
LAG=0	
BOUND_TO = Glass-RedGlass..004
DIRECTION = 0.6,-0.02,-1
FADE_AT=9000






;转向deng
[EMISSIVE_TURNSIGNAL_LEFT_0]
NAME=left_f, left_b
COLOR=70,50,1,10	
LAG=0.0     
SIMULATE_HEATING=0.0		
CAST_LIGHT=1			

[SelfLight]
POSITION=0.808261, 0.616494, -2.0522
MIRROR=0				
SPOT=180				
RANGE=0.1				
COLOR=70,50,1,10
LAG=0	
BOUND_TO = Glass-RedGlass..002
DIRECTION = 0.98,-0.02,-1
FADE_AT=9000




[EMISSIVE_TURNSIGNAL_RIGHT_0]
NAME=right_f, right_b
COLOR=70,50,1,10	
LAG=0.0     
SIMULATE_HEATING=0.0		
CAST_LIGHT=0			

[SelfLight]
POSITION=-0.808261, 0.616494, -2.0522
MIRROR=0				
SPOT=180				
RANGE=0.1				
COLOR=70,50,1,10
LAG=0	
BOUND_TO = Glass-RedGlass..003
DIRECTION = -0.98,-0.02,-1
FADE_AT=9000



;雨灯
[EMISSIVE_...]
INPUT='calc:max(SPEEDLIMITER, WIPERS_MODE)-2'
NAME=Glass-Chrome.002
BLINKING_PATTERN= (IO=0|O.0=0|1=0|1.5=0.0|2=1|2.5=1|3=0.0|3.5=0|4=0)
BLINKING_DURATION=0.4
COLOR=500,1,1,1
LAG=0.0
SIMULATE_HEATING=0
LOCATION=NONE




