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[ABOUT]

AUTHOR =
VERSION =
DATE_RELEASE = 2020 ..... ..
LIGHTS_COUNT = ~
NOTES =

[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 =
; OCCLUDING_MATERIALS =
; COLOR_FACTOR=1
; HEIGHT_MULT=1
; EDGE_MULT=0
; OCCLUDING_MATERIALS =
; ; OCCLUDING_MESHES = ...
; OCCLUDING_MATERIALS_ALPHA= ...
; ORIGINAL_GRASS_MATERIALS = ...
; ; very inclusive mask
; ; MASK_MAIN_THRESHOLD = -1
; ; MASK_RED_THRESHOLD = 0
; ; MASK_MIN_LUMINANCE = -1
; ; MASK_MAX_LUMINANCE = 1

;;;

; [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 =
; SOAKING_MATERIALS =
; SMOOTH_MATERIALS =
; LINES_MATERIALS =

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