[ABOUT]
AUTHOR = SR Nickster
NOTES = Track created for Shadowrealm & the AC drift community

;//////////////GENERAL/////////////////;

[SHADER_REPLACEMENT_0]
MATERIALS = TerrainA
PROP_... = ksAlphaRef, -193

;/////////////CONDITIONS////////////////;

[CONDITION_0]
; active at 88° sun angle
NAME=NIGHT_SMOOTH
INPUT = SUN
LUT = (|0=0|88=0|88=1|180=1)
LAG = 0.97

[CONDITION_1]
; active at 88° sun angle
NAME=NIGHT_SHARP
INPUT = SUN
LUT = (|0=0|88=0|88=1|180=1)
LAG = 0.27

[CONDITION_2]
; active at 0-88° sun angle
NAME=DAY_SHARP
INPUT = SUN
LUT = (|0=1|88=1|88=0|180=0)
LAG = 0.27

;//////////////LIGHTING/////////////////;

[LIGHTING]
SPECULAR_MULT = .5
LIT_MULT = .8

[LIGHT_SERIES_0]
ACTIVE = 1
MATERIALS = Lense
OFFSET = 0,0,0
DIRECTION = 0,-1,0
CLUSTER_THRESHOLD = 8
SPOT = 138
RANGE_GRADIENT_OFFSET = 0.32
FADE_AT = 1000
FADE_SMOOTH = 30
COLOR = 80,75,40,0.17
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.5
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = .04
RANGE = 100
SINGLE_FREQUENCY = .2
SPECULAR_MULT = 0.15

[LIGHT_SERIES_1]
ACTIVE = 1
MATERIALS = Lense
OFFSET = 0,-8,0
DIRECTION = 0,1,0
CLUSTER_THRESHOLD = 9
SPOT = 190
RANGE_GRADIENT_OFFSET = 0.5
FADE_AT = 1000
FADE_SMOOTH = 30
COLOR = 80,75,40,0.02
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.5
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = .05
RANGE = 100
SINGLE_FREQUENCY = .2
SPECULAR_MULT = 0.15
SHADOWS_STATIC = 1

[LIGHT_SERIES_2]
ACTIVE = 1
MATERIALS = TunnelLights
OFFSET = 0,0,0
DIRECTION = 0,-1,0
CLUSTER_THRESHOLD = 5
SPOT = 125
RANGE_GRADIENT_OFFSET = 0.5
FADE_AT = 1000
FADE_SMOOTH = 30
COLOR = 65,75,40,0.4
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.5
CONDITION = NIGHT_SHARP
SPOT_SHARPNESS = .01
RANGE = 100
SINGLE_FREQUENCY = .5
SPECULAR_MULT = 0.15

[LIGHT_SERIES_3]
ACTIVE = 1
MATERIALS = TunnelLights
OFFSET = 0,-8,0
DIRECTION = 0, 1, 0
CLUSTER_THRESHOLD = 5
SPOT = 190
RANGE_GRADIENT_OFFSET = 0.5
FADE_AT = 1000
FADE_SMOOTH = 30
COLOR = 65,75,40,0.02
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.5
CONDITION = NIGHT_SHARP
SPOT_SHARPNESS = .01
RANGE = 100
SINGLE_FREQUENCY = .5
SPECULAR_MULT = 0.15
SHADOWS_STATIC = 1

[LIGHT_SERIES_4]
ACTIVE = 1
MESHES = OBJ_Lamplight_4
OFFSET = 3,0,0
DIRECTION = 0,-1,0
CLUSTER_THRESHOLD = 5
SPOT = 90
RANGE_GRADIENT_OFFSET = 0.5
FADE_AT = 1000
FADE_SMOOTH = 30
COLOR = 80,75,40,0.3
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.5
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = .05
RANGE = 100
SINGLE_FREQUENCY = 0
SPECULAR_MULT = 0

[LIGHT_SERIES_5]
ACTIVE = 1
MESHES = OBJ_LEDLight_1, OBJ_LEDLight_2
OFFSET = 0,0,0
DIRECTION = -0.6, 0, -0.6
CLUSTER_THRESHOLD = 8
SPOT = 110
RANGE_GRADIENT_OFFSET = 0.32
FADE_AT = 1000
FADE_SMOOTH = 30
COLOR = 65,75,40,0.4
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.05
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = .05
RANGE = 150
SINGLE_FREQUENCY = .2
SPECULAR_MULT = 0.15

[LIGHT_SERIES_6]
ACTIVE = 1
MESHES = OBJ_LEDLight_3, OBJ_LEDLight_4
OFFSET = 0,0,0
DIRECTION = -0.7, 0, -0.3
CLUSTER_THRESHOLD = 8
SPOT = 110
RANGE_GRADIENT_OFFSET = 0.32
FADE_AT = 1000
FADE_SMOOTH = 30
COLOR = 65,75,40,0.4
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.05
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = .05
RANGE = 150
SINGLE_FREQUENCY = .2
SPECULAR_MULT = 0.15

[LIGHT_SERIES_7]
ACTIVE = 1
MESHES = OBJ_LEDLight_5, OBJ_LEDLight_6
OFFSET = 0,1,0
DIRECTION = -0.3, 0, -0.5
CLUSTER_THRESHOLD = 8
SPOT = 130
RANGE_GRADIENT_OFFSET = 0.32
FADE_AT = 1000
FADE_SMOOTH = 30
COLOR = 65,75,40,0.3
COLOR_OFF = 0
DIFFUSE_CONCENTRATION = 1.0
CONDITION = NIGHT_SMOOTH
SPOT_SHARPNESS = .05
RANGE = 100
SINGLE_FREQUENCY = .2
SPECULAR_MULT = 0.15

[MATERIAL_ADJUSTMENT_0]
MATERIALS = Lense
CONDITION = NIGHT_SMOOTH
KEY_0 = ksEmissive
VALUE_0 = 230, 213, 172, 0.5
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1

[MATERIAL_ADJUSTMENT_1]
MATERIALS = TunnelLights
CONDITION = NIGHT_SHARP
KEY_0 = ksEmissive
VALUE_0 = 220, 213, 172, 0.3
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1

[MATERIAL_ADJUSTMENT_2]
MATERIALS = dhpsign2
CONDITION = NIGHT_SHARP
KEY_0 = ksEmissive
VALUE_0 = 200, 200, 150, 0.02
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1

[MATERIAL_ADJUSTMENT_3]
MATERIALS = welcomesign
CONDITION = NIGHT_SMOOTH
KEY_0 = ksEmissive
VALUE_0 = 200, 200, 150, 0.005
VALUE_0_OFF = 0, 0, 0
ACTIVE = 1

;///////////////RAIN///////////////////;

[RAIN_FX]
PUDDLES_MESHES = 1PIT_1, 1ROAD_2, 1ROAD_3, 1ROAD_4, 1ROAD_5, 1ROAD_6, 1ROAD_7, 1ROAD_8, 1ROAD_9, 1ROAD_10, 1ROAD_11, 1ROAD_12, 1ROAD_13, 1ROAD_14,  1ROAD_15, 1ROAD_16, 1ROAD_17, 1ROAD_18, 1ROAD_19, 1ROAD_20, 1ROAD_21, 1ROAD_22, 
PUDDLES_MATERIALS = Rumble1, 4kRoad, linewhite, drainage, lineyellow
SOAKING_MATERIALS = Merch, WhiteTent, 4kRoad, CompBanner, Driftsigns, Woodfence, gravel, graveloverlap, cardboardarrows
SMOOTH_MATERIALS = Metal, Lamppost, guardrail, Lattice, Roadsigns, Fence
ROUGH_MESHES = Curb1, blockbarrier, 1GRASS_1
LINES_MATERIALS = linewhite, lineyellow
LINES_FILTER_MATERIALS = 4kRoad, Dividedroad

;Rain fx is in early stage, please pardon the limited detail.
;STREAM_EDGE_... = -1207, 39, -1750, -1173.6, 39.5, -1750.2  ; x1,y1,z1 , x2,y2,z2
;STREAM_POINT_... = -1232.69, 38.48, -1411.69                ; x,y,z

;///////////////GRASS//////////////////;

[GRASS_FX]
GRASS_MESHES = OBJ_Grass_1, OBJ_Grass_2, OBJ_Grass_3, 1GRASS_1
GRASS_MATERIALS = 
OCCLUDING_MATERIALS = Roadsigns, Woodfence, MetalPole, Driftsigns, ModelCars, LightPoleBase, Powerpole, cone, Decals, Conc Trim, TyreBlue, streetarrow, Tallcone, conc simple, Conc Path, Brick Wall, Formed Wall, LargeBuilding, ZoneCone, signblack, PlasticBarrier2, WhiteTent, flooring, coneSR  
OCCLUDING_MATERIALS_ALPHA =
TEXTURE = grass_fx/highlands.dds
TEXTURE_GRID = 8, 3
 
[GRASS_FX_TEXTURE_GROUP_0]
;short grass
PIECE_0 = 1, 0
PIECE_1 = 3, 0
PIECE_2 = 4, 0
PIECE_3 = 7, 0
PIECE_4 = 8, 0
 
[GRASS_FX_TEXTURE_GROUP_1]
;taller grass with some flowers
PIECE_0 = 7, 1
PIECE_0_CHANCE = 1.0
PIECE_0_SIZE_MULT = 1.3
PIECE_1 = 1, 1
PIECE_1_CHANCE = 0.08
PIECE_1_SIZE_MULT = 1.5
PIECE_2 = 2, 1
PIECE_2_CHANCE = 0.08
PIECE_2_SIZE_MULT = 1.4
PIECE_3 = 8, 1
PIECE_3_CHANCE = 1.0
PIECE_3_SIZE_MULT = 1.3
 
[GRASS_FX_TEXTURE_GROUP_2]
;overgrown grass
PIECE_0 = 7, 1
PIECE_0_CHANCE = 1.0
PIECE_0_SIZE_MULT = 1.5
PIECE_1 = 8, 1
PIECE_1_CHANCE = 0.8
PIECE_1_SIZE_MULT = 2.2
PIECE_2 = 1, 2, 2, 1
PIECE_2_CHANCE = 0.5
PIECE_2_SIZE_MULT = 2.1
PIECE_3 = 4, 1, 2, 2
PIECE_3_CHANCE = 0.2
PIECE_3_SIZE_MULT = 2.8
PIECE_4 = 2, 1
PIECE_4_CHANCE = 0.15
PIECE_4_SIZE_MULT = 2.0

[GRASS_FX_CONFIGURATION_A]
TEXTURE_BASE_CHANCE = 20
TEXTURE_GROUP_0_CHANCE = 5
TEXTURE_GROUP_1_CHANCE = 0
TEXTURE_GROUP_2_CHANCE = 0
MASK_MAIN_THRESHOLD = 0.1
MASK_RED_THRESHOLD = 0.05
MASK_MIN_LUMINANCE = 0.02
MASK_MAX_LUMINANCE = 0.35
SHAPE_SIZE = 1.8
SHAPE_TIDY = 0.95
SHAPE_CUT = 0.1

[GRASS_FX_CONFIGURATION_B]
TEXTURE_BASE_CHANCE = 20
TEXTURE_GROUP_0_CHANCE = 2
TEXTURE_GROUP_1_CHANCE = 5
TEXTURE_GROUP_2_CHANCE = 0
MASK_MAIN_THRESHOLD = 0.01
MASK_RED_THRESHOLD = 0.0
MASK_MIN_LUMINANCE = -0.25
MASK_MAX_LUMINANCE = 0.25
SHAPE_SIZE = 2.5
SHAPE_TIDY = 0.75
SHAPE_CUT = .1
 
[GRASS_FX_CONFIGURATION_C]
TEXTURE_BASE_CHANCE = 20
TEXTURE_GROUP_0_CHANCE = 0
TEXTURE_GROUP_1_CHANCE = 3
TEXTURE_GROUP_2_CHANCE = 10
MASK_MAIN_THRESHOLD = 0.01
MASK_RED_THRESHOLD = 0.0
MASK_MIN_LUMINANCE = -0.25
MASK_MAX_LUMINANCE = 0.25
SHAPE_SIZE = 3.15
SHAPE_TIDY = 0.5
SHAPE_CUT = 0

[INCLUDE: common/grass_fx.ini]

[GRASS_FX_ADJUSTMENT_0]
MATERIALS =
MESHES = 1GRASS_1
MAP = B

@ = GrassFX_ExtraArea, Map = C, Center = "0, -18", Range = 120, Fade = 30, Aspect = 5, Angle = 0
@ = GrassFX_ExtraArea, Map = C, Center = "-100, -35", Range = 80, Fade = 20, Aspect = 4, Angle = 0
@ = GrassFX_ExtraArea, Map = C, Center = "-100, -50", Range = 30, Fade = 10, Aspect = 1, Angle = 0
@ = GrassFX_ExtraArea, Map = C, Center = "-210, -38", Range = 160, Fade = 40, Aspect = 4, Angle = -80
@ = GrassFX_ExtraArea, Map = C, Center = "110, -80", Range = 90, Fade = 40, Aspect = 3, Angle = 75
@ = GrassFX_ExtraArea, Map = C, Center = "-50, -275", Range = 120, Fade = 30, Aspect = 5, Angle = 0
@ = GrassFX_ExtraArea, Map = C, Center = "-5, -250", Range = 40, Fade = 10, Aspect = 2, Angle = 110
@ = GrassFX_ExtraArea, Map = C, Center = "105, -235", Range = 90, Fade = 40, Aspect = 2, Angle = -50

[GRASS_FX_ADJUSTMENT_1]
CENTER = -140, -35
SIZE = 100, 70
ANGLE = 0
MAP = C

[GRASS_FX_ADJUSTMENT_2]
CENTER = 48, -116
SIZE = 15, 8
ANGLE = 0
MAP = A

[GRASS_FX_ADJUSTMENT_3]
CENTER = 35, -108
SIZE = 45, 8
ANGLE = -5
MAP = A

[GRASS_FX_ADJUSTMENT_4]
CENTER = 75, -158
SIZE = 15, 8
ANGLE = -30
MAP = A



