[INCLUDE]
INCLUDE=common/conditions.ini, common/materials_track.ini
[GRASS_FX]
; Spawning areas
GRASS_MATERIALS = Ground?, Grass?, Rock_Moss_001 ; list of materials to spawn grass on top of
GRASS_MESHES = ; same for meshes
OCCLUDING_MATERIALS = asphalt?, concrete?, wall?, road? ; list of occluding materials: for example, road mesh covering grass mesh, adding road material here would stop grass from showing through the road
OCCLUDING_MESHES = ; same for meshes
OCCLUDING_MATERIALS_ALPHA = ; list of smoothly occluding materials: imagine a piece of grass and a piece of sand on top, smoothly blending out showing grass, add sand material here for transition to work nicely
OCCLUDING_MESHES_ALPHA = ; same for meshes
ORIGINAL_GRASS_MATERIALS = ; list original grass materials to hide them if Grass FX is active
; NOTE: if you want to keep original 3dgrass (using ksGrass shader), then use an
; EMPTY line above with NO NAME after the "=" !!!
MASK_MAIN_THRESHOLD = -1
MASK_RED_THRESHOLD = 0
MASK_MIN_LUMINANCE = -1
MASK_MAX_LUMINANCE = 1
SHAPE_SIZE = 10.0 ; general size
SHAPE_TIDY = 3.0 ; how tidy grass is (untidy grass in uneven, tilted more)
SHAPE_CUT = 0.0 ; how cut grass is
SHAPE_WIDTH = 2.0 ; grass width relative to its height
[SHADER_REPLACEMENT_...],
MATERIALS=TREE PL, topwindowscreensquarescreen1material,
MESHES=Cube.2006,Cube.330,Cube.108
CULL_MODE=DOUBLESIDED
[SHADER_REPLACEMENT_1]
MATERIALS = spot-lights-road
KEY_0 = extExtraSharpLocalReflections
VALUE_0 = 1
KEY_1 = ksSpecularEXP
VALUE_1 = 100
[SHADER_REPLACEMENT_2]
MATERIALS = topwindowscreensquarescreen1material
SHADER = ksPerPixelAT
;[SHADER_REPLACEMENT_3]
;MATERIALS = glass
;SHADER = ksPerPixelReflection
;KEY_0 = alpha
;VALUE_0 = 1
;KEY_1 = extExtraSharpLocalReflections
;VALUE_1 = 1
;KEY_2 = ksAlphaRef
;VALUE_2 = 0.5
;KEY_3 = isAdditive
;VALUE_3 = 1
[BASIC]
SUPPORTS_WIND = 1
[RAIN_FX]
PUDDLES_MATERIALS = asphalt?, tiles?, Paving?, aerial_asphalt_01, Road001
SOAKING_MATERIALS = concrete?, ground?,
SMOOTH_MATERIALS = Rock?, wall?, metal?
ROUGH_MATERIALS = TREE?,
LINES_MATERIALS =
RELIEF_MATERIALS =
[Material_DisplacementMap]
Meshes = texture:Rock022_1K_NormalDX.dds, texture:Rock027_1K_NormalDX.dds, texture:Rock023_1K_NormalDX.dds, texture:Wall_Stone_023_Normal.dds, texture:Rock038_1K_NormalDX.dds, texture:tianmen-top-stone-front-platform-gold-sign_normal.dds, texture:broken_wall_normal_dx_1k.dds, texture:Rocks022_1K_NormalDX.dds, texture:rough_plaster_broken_nor_dx_1k.dds, texture:grey_roof_tiles_nor_dx_1k.dds, texture:Bricks075A_1K_NormalDX.dds, texture:MossyWall02_1K_Normal.dds, texture:Concrete_016_normal.dds, texture:Tiles010_1K_NormalDX.dds, texture:Wall_Plaster_001_normal.dds, texture
aintedPlaster015_1K_NormalDX.dds, texture
aintedPlaster001_1K_NormalDX.dds
UseParallaxShadows = 1 ; use parallax shadows (slower)
DisplacementDistanceFar = 1500.0 ; how far displacement is calculated
DisplacementDistanceNear = 1000.0 ; at what distance displacement starts to fade out
DisplacementScale = 3.0 ; scale for displacement
DisplacementOcclusion = 0.5 ; how dark are deepest parts
ParallaxEXP = 1.0 ; increase to adjust gamma of heightmap
DisplacementInvert = 0 ; invert height map (just in case)
[CONDITION_0]
NAME=SMOOV_SUN_B
INPUT=SUN
LUT=(|0=0|88=0|88=1|180=1)
LAG=0.97
[CONDITION_1]
NAME = SEASON_SUMMER
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=1|0.45=0|0.6=0.85|0.7=0|0.75=0|0.8=1|1=1|)
LAG = 0
[CONDITION_2]
NAME = SEASON_WINTER
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=0.75|0.075=1|0.2=0|0.8=0|0.9=0.5|1=0.75|)
LAG = 0
[CONDITION_3]
NAME = SEASON_AUTUMN
INPUT = YEAR_PROGRESS
LUT = (|-1=0|0=1|0.2=0|0.45=0|0.6=0.25|0.7=0|0.75=0|0.8=1|1=1|)
LAG = 0
[CONDITION_4]
NAME = SEASON_MUD
INPUT = YEAR_PROGRESS
LUT = (|-1=0|-1=0|0=0|0.1=0|0.2=0.65|0.3=0|0.71=0|0.8=0.7|0.9=0|1=0|)
LAG = 0
GRASS
[SHADER_REPLACEMENT_...]
MATERIALS = water
SHADER = smWaterSurface
RESOURCE_0 = txDiffuse
RESOURCE_FILE_0 = water.dds
RESOURCE_1 = txNormal
RESOURCE_FILE_1 = water_bump.dds
RESOURCE_2 = txDetailNM
RESOURCE_FILE_2 = water_bump.dds
KEY_0 = extCausticsBrightness
VALUE_0 = 1
KEY_1 = extDepthAware
VALUE_1 = 1
KEY_2 = extExtraSharpLocalReflections
VALUE_2 = 1
KEY_3 = extWaterOffset
VALUE_3 = 1
KEY_4 = ksSpecularEXP
VALUE_4 = 100
[LIGHTING]
BOUNCED_LIGHT_MULT = 1,1,1,1
ENABLE_TREES_LIGHTING = 1
LIT_MULT = 1
CAR_LIGHTS_LIT_MULT = 1
SPECULAR_MULT= 1
[BOUNCED_LIGHT]
SUPPORTED = 1
DEPTH_EXPANSION_STEPS = 1
SURFACE_MATERIALS = ?