[ABOUT]
AUTHOR = Davide Prestino
VERSION = 1.0
DATE_RELEASE = 2022 01 17
LIGHTS_COUNT = ~
NOTES = 3daveart.com

[LIGHTING]
LIT_MULT = 1.0
SPECULAR_MULT = 1.0
CAR_LIGHTS_LIT_MULT = 1.0
; ENABLE_TREES_LIGHTING = 0        ; if all your trees are not very close to a track, you can improve performance a lot by disabling trees lighting completely
; TRACK_AMBIENT_GROUND_MULT = 0.5  ; only define it if needed! allows to redefine ambient multiplier for surfaces facing down
; BOUNCED_LIGHT_MULT = 1, 1, 1, 1  ; multiplier for bouncing light (set to 0 if track is black, for example)
; TERRAIN_SHADOWS_THRESHOLD = 0.0  ; ?

;;; some templates for convenience, in no way complete, but helps to start quick
;;; ALL inactive and empty atm, remove the comments ";" and fill in something
;;; see wiki for details https://github.com/ac-custom-shaders-patch/acc-extension-config/wiki

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

; [SOL]
; EXPOSURE_FIX = 1
; SMOG_MORNING = 0.2
; SMOG_NOON = 0.3
; SMOG_EVENING = 0.4
; SUN_DAWN = 1
; SUN_DUSK = 1
;
; [SOL2]
; HORIZON_OFFSET = 0.00
; DOME_SIZE = 35000
; HUMIDITY_OFFSET = 0.5
; FOG_LEVEL = 1.00
; FOG_BLEND = 1.00
; FOG_DISTANCE = 1.00

; [EXTRA_FX]
; SKIP_GBUFFER = ...

[BASIC]
RALLY_TRACK=0
SUPPORTS_WIND=0
; ;;; PITBOXES=5  ;;; usually not needed
; ;;; IGNORE_OTHER_CONFIGS = 0  ; ignore configs available in other places

[VAO]
OPACITY=0.8     ; override opacity of VAO patch if track has one
MULTIPLIER=1.2  ; override brightness multiplier of VAO patch

; [WIND]
; SUPPORTED = 1
; DYNAMIC_FLAGS = ...
; TREES_NORMALIZATION=0.9, 1
; ; LAG=
; ; RANDOMIZED_OFFSET_BASE=
; ; RANDOMIZED_OFFSET_REL=
; ; RANDOMIZED_OFFSET_CHANGE_SPEED=
; ; RANDOMIZED_OFFSET_CHANGE_MAX=

; [BOUNCED_LIGHT]
; SUPPORTED = 1
; SURFACE_MATERIALS = ...
; OCCLUDING_MATERIALS = ...
; OBJECT_MATERIALS=

;;;

[GRASS_FX]
GRASS_MATERIALS =Side_Road_Materials, rastMat
OCCLUDING_MATERIALS =Road_1,Road_old,Case Cantoniere,Environment Textures
COLOR_FACTOR=5
HEIGHT_MULT=100
EDGE_MULT=0
;OCCLUDING_MATERIALS =
OCCLUDING_MESHES = Plane.001,Plane.002,Plane.003,Plane.004,Plane.005,Plane.006,Plane.007,Plane.008,Plane.009,Plane.010,Plane.011,Plane.012,Plane.013
;OCCLUDING_MATERIALS_ALPHA= Road_1,Case Cantoniere,Environment Textures
;ORIGINAL_GRASS_MATERIALS = ...
;very inclusive mask
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 = 3.0   ; general size
SHAPE_TIDY = 0.5   ; 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/grass_sicily.dds  ; located next to config file; if not found there, patch would look in its textures folder
TEXTURE_GRID = 3, 2      ; columns and rows


;;;

; [MATERIAL_ADJUSTMENT_...]
; ACTIVE = 1
; VISIBILITY_LEVEL = 0
; DESCRIPTION = something glowing
; MESHES =    ;;; fill in something!
; ; MATERIALS =    ;;; or here
; KEY_0 = ksEmissive
; VALUE_0 = 234,121,36,0.25
; VALUE_0_OFF = 0
; KEY_1 = ksAlphaRef
; VALUE_1 = -193
; VALUE_1_OFF = 0, 0, 0
; CONDITION = NIGHT_SMOOTH

; [LIGHT_SERIES_...]
; ACTIVE = 1
; VISIBILITY_LEVEL = 0
; DESCRIPTION = something casting light
; MESHES =       ;;; fill in something!
; ; MATERIALS =    ;;; or here
; OFFSET = 0,0,0
; DIRECTION = 0,-1,0    ;;; whether use this
; ; DIRECTION = NORMAL  ;;; or this
; ; DIRECTION_OFFSET = 0,-0.5,0  ;;; option: change direction
; ; DIRECTION_ALTER = 0,-0.5,0   ;;; option: change up/down
; SPOT = 180
; SPOT_SHARPNESS = 0.5
; RANGE = 20
; RANGE_GRADIENT_OFFSET = 0.1
; FADE_AT = 500
; FADE_SMOOTH = 25
; CLUSTER_THRESHOLD = 20
; DIFFUSE_CONCENTRATION = 0.9
; COLOR = 234, 121, 36, 0.035
; COLOR_OFF = 0
; CONDITION = NIGHT_SMOOTH

;;;

; [SHADER_REPLACEMENT_...]
; DESCRIPTION = change used shader
; MATERIALS=...
; SHADER=ksPerPixelMultiMap_emissive
; RESOURCE_3=txDetail
; RESOURCE_TEXTURE_3=....dds
; RESOURCE_4=txEmissive
; RESOURCE_FILE_4=....dds

;;;

; [Material_DigitalScreen]
; DESCRIPTION = make jumbo screens blocky
; Materials = ...
; UseTextureCoordinates = 1
; ScreenAspectRatio = 0.5    ; adjust if pixels look skewed
; ScreenScale = 256          ; adjust for target resolution, the lower the blockier

;;;

; [CustomEmissive]
; DESCRIPTION = custom emissive definition
; MATERIALS = ...
; Resolution = 2048, 2048
; SHADER=ksPerPixelMultiMap_emissive
; @ = CustomEmissive_Rect, Channel = 1, ..., CornerRadius=0.1
; @ = CustomEmissive_Rect, Channel = 2, ..., CornerRadius=0.1

; [MATERIAL_ADJUSTMENT_...]
; DESCRIPTION = custom emissive use
; MATERIALS = ...
; KEY_... = ksEmissive1
; VALUE_... = 255,255,255, 0.1
; KEY_... = ksEmissive2
; VALUE_... = 255,255,255, 0.1
; KEY_... = ksAlphaRef
; VALUE_... = -193
; CONDITION = NIGHT_SMOOTH

;;;

[RAIN_FX]
PUDDLES_MATERIALS = Road_1, Road_old, Case Cantoniere,Environment Textures, Props_1, Grass, Cliff
SOAKING_MATERIALS = Road_1, Road_old, Case Cantoniere,Environment Textures, Props_1, Grass, Cliff
SMOOTH_MATERIALS = Road_1, Road_old, Case Cantoniere,Environment Textures, Props_1, Grass, Cliff
LINES_MATERIALS = Road_1, Road_old, Case Cantoniere,Environment Textures, Props_1, Grass, Cliff


