; Adds glowing exhaust for GT3 cars. Supports ksPerPixel_MultiMap and ksPerPixel shaders. ; Can add either single or two glowing points, mirrored by X axis: works great with ; original Kunos models aligned properly. ; Whole thing is very experimental, please avoid relying on it for now. [DEFAULTS] ExhaustGlowTint = 0.5 ExhaustTemperatureMin = 80 ExhaustTemperatureMax = 86 ExhaustDynamicLights = 1 ExhaustAreaScale = 1, 1, 0.15 ExhaustPositioningHelp = 0 ExhaustRadiusInner = 0 ExhaustRadiusThicknessInv = 12.5 ExhaustMirror = 1 ExhaustNormalsK = 0.8 ExhaustLightRange = 0.4 ; Other optional params ExhaustMeshes_MultiMap = ExhaustMeshes_PerPixel = ExhaustMeshes_Reflection = ExhaustMeshes_NM = ExhaustMeshes_MMNMD = ExhaustExplicitBound = ExhaustLightPoint = [SHADER_REPLACEMENT_0_EXHAUST_GLOW_MM] ACTIVE = ${ExhaustMeshes_MultiMap:count} MESHES = ${ExhaustMeshes_MultiMap} SHADER = nePerPixelMultiMap_heating [SHADER_REPLACEMENT_0_EXHAUST_GLOW_PP] ACTIVE = ${ExhaustMeshes_PerPixel:count} MESHES = ${ExhaustMeshes_PerPixel} SHADER = nePerPixel_heating [SHADER_REPLACEMENT_0_EXHAUST_GLOW_PR] ACTIVE = ${ExhaustMeshes_Reflection:count} MESHES = ${ExhaustMeshes_Reflection} SHADER = nePerPixelReflection_heating [SHADER_REPLACEMENT_0_EXHAUST_GLOW_NM] ACTIVE = ${ExhaustMeshes_NM:count} MESHES = ${ExhaustMeshes_NM} SHADER = nePerPixelNM_heating [SHADER_REPLACEMENT_0_EXHAUST_GLOW_MMNMD] ACTIVE = ${ExhaustMeshes_MMNMD:count} MESHES = ${ExhaustMeshes_MMNMD} SHADER = nePerPixelMultiMap_NMDetail_heating [SHADER_REPLACEMENT_1_EXHAUST_GLOW] MESHES = ${ExhaustMeshes_MultiMap}, ${ExhaustMeshes_PerPixel}, ${ExhaustMeshes_Reflection}, ${ExhaustMeshes_NM}, ${ExhaustMeshes_MMNMD} PROP_10 = ev0_pos, $ExhaustPoint PROP_11 = ev0_inner, $ExhaustRadiusInner PROP_12 = ev0_thicknessInv, $ExhaustRadiusThicknessInv PROP_13 = ev0_tint, $ExhaustGlowTint PROP_14 = ev0_symmetryX, $ExhaustMirror PROP_15 = ev0_scale, $ExhaustAreaScale PROP_16 = ev0_normalsK, $ExhaustNormalsK PROP_17 = ev0_pad, 0.2 PROP_20 = ksEmissive, 0 [EMISSIVE_WATER_TEMP_0_EXHAUST_GLOW] MESHES = ${ExhaustMeshes_MultiMap}, ${ExhaustMeshes_PerPixel}, ${ExhaustMeshes_Reflection}, ${ExhaustMeshes_NM}, ${ExhaustMeshes_MMNMD} COLOR = 15, 3, 0 USE_SMOOTH_TRANSITION = 1 INPUT_MIN = $ExhaustTemperatureMin INPUT_MAX = $ExhaustTemperatureMax INPUT_LUT = (| $ExhaustTemperatureMin = 0 | $ExhaustTemperatureMax = 1 |) [LIGHT_EXTRA_0_EXHAUST_GLOW, LIGHT_EXTRA_1_EXHAUST_GLOW] ACTIVE = ${ExhaustExplicitBound:count} BOUND_TO = ${ExhaustExplicitBound:1} [LIGHT_EXTRA_0_EXHAUST_GLOW, LIGHT_EXTRA_1_EXHAUST_GLOW] ACTIVE = ${ExhaustMeshes_MultiMap:count} BOUND_TO = ${ExhaustMeshes_MultiMap:1} [LIGHT_EXTRA_0_EXHAUST_GLOW, LIGHT_EXTRA_1_EXHAUST_GLOW] ACTIVE = ${ExhaustMeshes_PerPixel:count} BOUND_TO = ${ExhaustMeshes_PerPixel:1} [LIGHT_EXTRA_0_EXHAUST_GLOW, LIGHT_EXTRA_1_EXHAUST_GLOW] ACTIVE = ${ExhaustMeshes_Reflection:count} BOUND_TO = ${ExhaustMeshes_Reflection:1} [LIGHT_EXTRA_0_EXHAUST_GLOW, LIGHT_EXTRA_1_EXHAUST_GLOW] ACTIVE = ${ExhaustMeshes_NM:count} BOUND_TO = ${ExhaustMeshes_NM:1} [LIGHT_EXTRA_0_EXHAUST_GLOW, LIGHT_EXTRA_1_EXHAUST_GLOW] ACTIVE = ${ExhaustMeshes_MMNMD:count} BOUND_TO = ${ExhaustMeshes_MMNMD:1} [LIGHT_EXTRA_0_EXHAUST_GLOW, LIGHT_EXTRA_1_EXHAUST_GLOW] BOUND_VERSION = 1 ; activates new logic for lights bound to custom emissives, a lot more reasonable SELF_LIGHTNING = 1 EXTERIOR_ONLY = 1 INTERIOR_ONLY = 0 SPECULAR_MULT = 0 AFFECTS_TRACK = 0 SINGLE_FREQUENCY = 1 DIFFUSE_CONCENTRATION = 0.6 RANGE = $ExhaustLightRange RANGE_GRADIENT_OFFSET = 0 DISABLE_WITH_EMISSIVE_LIGHT = 1 COLOR = $" ${ExhaustDynamicLights:bool} and {3, 1, 0} or 0 " [LIGHT_EXTRA_0_EXHAUST_GLOW] POSITION = $ExhaustLightPoint [LIGHT_EXTRA_1_EXHAUST_GLOW] ACTIVE = $ExhaustMirror POSITION = -${ExhaustLightPoint:1}, ${ExhaustLightPoint:2:2} [LIGHT_EXTRA_0_EXHAUST_GLOW, LIGHT_EXTRA_1_EXHAUST_GLOW] ACTIVE = $ExhaustPositioningHelp DIFFUSE_CONCENTRATION = 1 BOUND_TO = RANGE = 1 COLOR = 100 AFFECTS_TRACK = 1 SPECULAR_MULT = 1 [EXTRA_FX_EMISSIVE_...] MESHES = ${ExhaustMeshes_MultiMap}, ${ExhaustMeshes_PerPixel}, ${ExhaustMeshes_Reflection}, ${ExhaustMeshes_NM}, ${ExhaustMeshes_MMNMD} RANGE = 0.2 COLOR = 0.2 DIRECTED = 0