[ABOUT] AUTHOR = VERSION = 1.0 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 =