
[REFLECTIONS_FX]
MULTILAYER_REFLECTIONS_MULT=2

[CONDITION_1]
NAME=SUN_SMOOTH
INPUT=SUN
LUT=(|0=0|88=0|88=1|180=1)
LAG=0.96

[RAIN_FX]
PUDDLES_MATERIALS = chao, marcas_chao, simbolos  ; wildcard "?" possible as usual
SOAKING_MATERIALS = chao, marcas_chao, simbolos  

[BOUNCED_LIGHT]
SUPPORTED = 1 ; this one is simple, sets that track supports bounced lights
SURFACE_MATERIALS = parede_cima, parede_baixo, chao, marcas_chao, sinais, canos, fake_vidro, simbolos, vidro, plastico_polido, simb_fundo_trans ; list of materials bouncing light back, default value is 1

[SS_LIGHTING]
; Extra space-screen lighting (e.g. sparks)
ENABLED=1 ; Active; 1 or 0
DEBUG=0 ; Debug view; 1 or 0
SCALE=1 ; Resolution; from 0.1 to 1, perc.

[LIGHTING]
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)
LIT_MULT = 1                     ; multiplier for dynamic lights affecting the track
SPECULAR_MULT = 1                ; multiplier for speculars
CAR_LIGHTS_LIT_MULT = 1          ; multiplier for dynamic lights affecting cars on the track
TERRAIN_SHADOWS_THRESHOLD = 0.0  ; ?

[LIGHT_SERIES_...]
MATERIALS = plastico_luz  ; or, you could use "MESHES = material:glowing_material?"
DIRECTION = NORMAL

SPOT = 220  ; or 0 by default for line lights
SPOT_SHARPNESS = 0.0
RANGE = 20
RANGE_GRADIENT_OFFSET = 0.5

COLOR = 1, 1, 0.9, 2
SPECULAR_MULT = 0
SINGLE_FREQUENCY = 0
DIFFUSE_CONCENTRATION = 0.88

FADE_AT = 400
FADE_SMOOTH = 50

[LIGHT_1]
COLOR_FROM=1.000000,1.000000,0.999900,10.000000
COLOR_TO=1.000000,1.000000,0.999900,10.000000
DIFFUSE_CONCENTRATION=0.792
DIRECTION=-0.465564,0.884984,0.007290
FADE_AT=0.0
FADE_SMOOTH=0.0
LINE_FROM=-39.138226,-0.098451,-35.854820
LINE_TO=-39.158901,-0.096896,-37.364010
RANGE=2.56
RANGE_GRADIENT_OFFSET=0.506
SHADOWS=1
SHADOWS_BOOST=0.990000
SHADOWS_EXP_FACTOR=10.000000
SHADOWS_EXTRA_BLUR=0
SHADOWS_HALF_RESOLUTION=0
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.64
SPOT=46.97
SPOT_SHARPNESS=0.280
VOLUMETRIC_LIGHT=0

[LIGHT_2]
COLOR_FROM=1.000000,1.000000,0.999900,10.000000
COLOR_TO=1.000000,1.000000,0.999900,10.000000
DIFFUSE_CONCENTRATION=0.792
DIRECTION=-0.071657,0.996914,0.032057
FADE_AT=0.0
FADE_SMOOTH=0.0
LINE_FROM=-39.138226,-0.325156,-37.991673
LINE_TO=-39.158901,-0.275134,-39.593464
RANGE=2.56
RANGE_GRADIENT_OFFSET=0.506
SHADOWS=1
SHADOWS_BOOST=0.990000
SHADOWS_EXP_FACTOR=10.000000
SHADOWS_EXTRA_BLUR=0
SHADOWS_HALF_RESOLUTION=0
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.64
SPOT=46.97
SPOT_SHARPNESS=0.280
VOLUMETRIC_LIGHT=0

[LIGHT_3]
COLOR_FROM=1.000000,1.000000,0.999900,10.000000
COLOR_TO=1.000000,1.000000,0.999900,10.000000
DIFFUSE_CONCENTRATION=0.792
DIRECTION=-0.071625,0.996842,0.034299
FADE_AT=0.0
FADE_SMOOTH=0.0
LINE_FROM=-39.138226,-0.325156,-40.391090
LINE_TO=-39.158901,-0.275134,-41.888069
RANGE=2.56
RANGE_GRADIENT_OFFSET=0.506
SHADOWS=1
SHADOWS_BOOST=0.990000
SHADOWS_EXP_FACTOR=10.000000
SHADOWS_EXTRA_BLUR=0
SHADOWS_HALF_RESOLUTION=0
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=0.64
SPOT=46.97
SPOT_SHARPNESS=0.280
VOLUMETRIC_LIGHT=0


[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = luzes do teto
MATERIALS = plastico_luz
KEY_0 = ksEmissive            
VALUE_0 = 10,10,10, 2
VALUE_0_OFF = 0.0            
KEY_1 = ksAlphaRef            
VALUE_1 = -193
VALUE_1_OFF = 0          

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = Luz do cinema
MESHES = Plane.039
KEY_0 = ksEmissive            
VALUE_0 = 10,5,5, 15
VALUE_0_OFF = 0.0  

[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION = Luz da plaquinha de saida
MESHES = Cube.002_SUB1
KEY_0 = ksEmissive            
VALUE_0 = 5,5,5, 0.4
VALUE_0_OFF = 0.0 

[SHADER_REPLACEMENT_...]
DESCRIPTION = Showroom floor
MATERIALS = chao
PROP_1=ksDiffuse,0.40
PROP_2=ksAmbient,0.02
PROP_3=ksSpecular,4
PROP_4=ksSpecularEXP,64
PROP_5=fresnelC,0.05
PROP_5=fresnelEXP,3.5
PROP_6=fresnelMaxLevel,0.2

[SHADER_REPLACEMENT_...]
DESCRIPTION = metal em geral
MATERIALS = canos, sinais, metal
PROP_1=ksDiffuse,0.40
PROP_2=ksAmbient,0.02
PROP_3=ksSpecular,4
PROP_4=ksSpecularEXP,64
PROP_5=fresnelC,0.05
PROP_5=fresnelEXP,3.5
PROP_6=fresnelMaxLevel,0.2

[SHADER_REPLACEMENT_...]
DESCRIPTION = Showroom side walls
MATERIALS = parede_baixo, parede_cima, simb_fundo_trans
PROP_1=ksDiffuse,0.50
PROP_2=ksAmbient,0.00
PROP_4=ksSpecular,0
PROP_5=ksSpecularEXP,32
