<?xml version="1.0" encoding="UTF-8"?>

<!--
<[[

Description = "rFactor2 materials configuration script"
Version  = 1.1

]]>
-->


<configset>
  <!--
  //=====================================
  //
  //        generic untextured:
  //
  //=====================================
  -->
  <config title="Default"
          group="rFactor2"
          hint="Vertex color painted">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.color" adapt="L2UseVertexPixel"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
  </config>

  <!--
  //=====================================
  //
  //        BumpMap shaders:
  //
  //=====================================
  -->
  <config title="Bump Cube Add Alpha Reflect T1" 
          group="rFactor2\BumpMap" 
          hint="Diffuse lighting, normal map, cube map modulated by tex1 alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_refl" adapt="L2BumpCMapAddAlphaReflectT0" 
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB" 
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail"
              inputAffectTexel="A" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>

  
  <config title="Bump Cube Add Alpha Reflect T1 T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map modulated by tex2 alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.refl" adapt="L2BumpCMapAddAlphaReflectT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail2"
             inputAffectTexel="A" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Cube Add Color Reflect T1 T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map modulated by tex2 rgb">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.refl" adapt="L2BumpCMapAddColorReflectT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail2"
             inputAffectTexel="R" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Cube Add Color Grayscale T1 T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map modulated by tex2 rgb as grayscale">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.refl" adapt="L2BumpCMapAddGrayscaleReflectT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail2"
             inputAffectTexel="Gray" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Cube Specular Map Add Alpha Reflect T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map modulated by tex1 alpha, specular map, tex1">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec_refl" adapt="L2BumpCMapSpecMapAddAlphaReflectT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail"
             inputAffectTexel="A" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <!-- blend version -->
  <config title="Bump Cube Specular Map Add Alpha Reflect T1 lerp T2 Vertex alpha"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map modulated by tex1 alpha, specular map, tex1 lerp tex2 by vertex alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.spec_refl" adapt="L2BumpCMapSpecMapAddAlphaReflectT0LerpT1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail" inputAffectTexel="A" 
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
  </config>


  <!-- damage version -->
  <config title="Bump Cube Specular Map Add Alpha Reflect T1 lerp T2 Damage"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map modulated by tex1 alpha, specular map, tex1 lerp tex2 by damage level">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec_refl" adapt="L2BumpCMapSpecMapAddAlphaReflectT0LerpT1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="VertexColor" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Cube Specular Map Add Specular Reflect T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map modulated by spec map alpha, specular map, tex1">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec_refl" adapt="L2BumpCMapSpecMapAddSpecularReflectT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Cube Specular Map T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map specular map tex1">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec_refl" adapt="L2BumpCMapSpecMapT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>

  <config title="Road Shader rev. A"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, race grooves and marble reflections">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.triplediff.spec_refl" adapt="L2BumpRoadShaderRevA"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail3" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
    <custom name="MODE2" mode="add" value="0" />
  </config>

  <config title="Bump Cube T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, cube map tex1">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_refl" adapt="L2BumpCMapT0"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Map Specular T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular tex1">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff" adapt="L2BumpSpecT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Map Specular T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, tex1">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff" adapt="L2BumpT0"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Map T1 add T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, tex1 + tex2">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.color" adapt="L2BumpT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <config title="Bump Map T1 mul T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, tex1 * tex2">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.color" adapt="L2BumpT0xT1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>

  <!-- blend version -->
  <config title="Bump Map T1 lerp T2 (Vertex Alpha)"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, tex1 lerp tex2 using vertex alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.color" adapt="L2BumpT0LerpT1VertexAlpha"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>
  
  <!-- damage version -->
  <config title="Bump Map T1 lerp T2 (Damage)"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, tex1 lerp tex2 using damage level">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff" adapt="L2BumpT0LerpT1VertexAlpha"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>

  <!-- damage only version -->
  <config title="Bump Specular Map T1 (Damage) All"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map and tex1 lerp set#2 by damage level">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec" adapt="L2BumpSpecMapLerpT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <!-- damage only version. :FIXME: This shader can use vertex alpha or damage as transition source. -->
  <config title="Bump Specular Map T1 (Vertex Alpha) All"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map and tex1 lerp set#2 by vertex alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec" adapt="L2BumpSpecMapT0LerpAllVertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="VertexColor" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="VertexColor" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="VertexColor" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>

  
  <!-- blend version -->
  <config title="Bump Specular Map T1 Lerp T2 (Vertex Alpha)"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map, lerp between tex1 and tex2 based on vertex alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.spec" adapt="L2BumpSpecMapT0LerpT1VertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
  </config>


  <!-- Transition version -->
  <config title="Bump Specular Map T1 Lerp T2 (Damage)"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map, lerp between tex1 and tex2 based on damage level">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec" adapt="L2BumpSpecMapT0LerpT1VertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>

  
  <!-- blend version -->
  <config title="Bump Specular Map T1 Mul T2 Mat Alpha (Vertex Alpha)"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map, multiply T1 by T2 based on material alpha and vertex alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.spec" adapt="L2BumpSpecMapT0MultT1MatAlphaVertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>
  

  <!-- Transition version -->
  <config title="Bump Specular Map T1 Mul T2 Mat Alpha (Damage)"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map, multiply T1 by T2 based on material alpha and damage level">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec" adapt="L2BumpSpecMapT0MultT1MatAlphaVertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>

  <config title="Bump Specular Map Lerp Vertex Alpha masked T1 alpha with T2 Mul T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map, multiply T1 by T2 based on material alpha and vertex alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.triplediff.spec" adapt="L2BumpSpecularMapT0LerpT1xT2VertexAlphaMaskT0T1BumpCh0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" inputTransitionTexel="A" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE2" mode="add" value="0" />
  </config>


  <config title="Bump Specular Map T1 mul T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map, tex1 mul tex2">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.spec" adapt="L2BumpSpecMapT0xT1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>


  <config title="Bump Specular Map T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map tex1">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec" adapt="L2BumpSpecMapT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Bump Specular Map T1 Alpha Test"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map tex1 with alpha test on tex1 alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
           opacity="1.0" clip="on" clipValue="64"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec" adapt="L2BumpSpecMapT0AlphaTest"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>

  
  <!-- blend version -->
  <config title="Bump Specular Map T1 lerp T2 (Vertex Alpha) add T3 Mask T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map, tex1 lerp tex2 according to vertex alpha, add tex3; tex3 and specmap masked tex1 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.triplediff.spec" adapt="L2BumpSpecularMapT0LerpT1T2VertexAlphaMaskT0T1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <!-- transition version -->
  <config title="Bump Specular Map T1 lerp T2 (Damage) add T3 Mask T1"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, normal map, specular map, tex1 lerp tex2 according to vertex alpha, add tex3; tex3 and specmap masked tex1 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.spec" adapt="L2BumpSpecularMapT0LerpT1T2VertexAlphaMaskT0T1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>

  <!--  :FIXME: stamp/billboard normals are not supported for:
            L2BUMPSPECMAPNORMALBILLBOARDT0
            L2BUMPSPECMAPNORMALBILLBOARDT0ALPHATEST
            L2BUMPSPECMAPNORMALSTAMPT0
            L2BUMPSPECMAPFACESTAMPT0
            L2BUMPSPECMAPFACESTAMPT0ALPHATEST -->
  
  <!--
  //=====================================
  //
  //        CubeMap shaders:
  //
  //=====================================
  -->
  <config title="Cube Map Add Alpha Reflect T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, cube map add according to tex1 alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_refl" adapt="L2CMapAddAlphaReflectT0"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail"
              inputAffectTexel="A" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Add Alpha Reflect T1 T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, tex1, cube map add according to tex2 alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.refl" adapt="L2CMapAddAlphaReflectT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail2"
             inputAffectTexel="A" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Add Color Reflect T1 T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, tex1, cube map add according to tex2 rgb">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.refl" adapt="L2CMapAddColorReflectT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail2"
             inputAffectTexel="R" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Add Grayscale Reflect T1 T2"
          group="rFactor2\BumpMap"
          hint="Diffuse lighting, tex1, cube map add according to tex2 grayscale">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.refl" adapt="L2CMapAddGrayscaleReflectT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail2"
             inputAffectTexel="Gray" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Add T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, cube map with specular">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_refl" adapt="L2CMapSpecAddT0"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Specular Add T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, cube map with specular">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_refl" adapt="L2CMapSpecAddT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>

  <!-- :FIXME: I don't have shader where environment is LERPed, but not ADDed. -->
  <config title="Cube Map Lerp Alpha Reflect T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, cube map lerp according to tex1 alpha">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_refl" adapt="L2CMapLerpAlphaReflectT0"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail"
              inputAffectTexel="A" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>

  
  <config title="Cube Map Specular Map Add Grayscale Reflect T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, specular map, add cube map according to tex1 grayscale">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="L2CMapSpecMapAddGrayscaleReflectT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Detail"
              inputAffectTexel="Gray" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Specular Map Alpha Swap SpecMap T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, tex1 alpha is specular map, add cube map according to specular map rgb">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="L2CMapSpecMapAlphaSwapSpecMapT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Detail" inputTexel="A" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"
              inputAffectTexel="Gray" transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Specular Map T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, specular map, add cube map">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="L2CMapSpecMapT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Specular T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, cube map with specular">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_refl" adapt="L2CMapSpecT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map T1"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1, cube map">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_refl" adapt="L2CMapT0"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Cube Map Specular Map T1 add T2"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1 + tex2, specular map, add cube map.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec_refl" adapt="L2CMapSpecMapT0T1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <config title="Cube Map Specular T1 add T2"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1 + tex2, add cube map with specular.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.refl" adapt="L2CMapSpecT0T1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <config title="Cube Map Specular T1 mul T2"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1 * tex2, add cube map with specular.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.refl" adapt="L2CMapSpecT0xT1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>


  <config title="Cube Map T1 add T2"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1 + tex2, add cube map.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.refl" adapt="L2CMapT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <config title="Cube Map T1 mul T2"
          group="rFactor2\CubeMap"
          hint="Diffuse lighting, tex1 * tex2, add cube map.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.refl" adapt="L2CMapT0xT1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
              outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>


  <!--
  //=====================================
  //
  //  SpecMap shaders: (no bump, no cube)
  //
  //=====================================
  -->
  <config title="Specular Map T1"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec" adapt="L2SpecularMapT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <config title="Specular Map T1 add T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 + tex2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0T1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <config title="Specular Map T1 add T2 add T3"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 + tex2 + tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0T1T2"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <config title="Specular Map T1 add T2 mul T3"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 + tex2 * tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0T1xT2"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
    <custom name="MODE2" mode="add" value="0" />
  </config>


  <config title="Specular Map T1 Fresnel Alpha"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 alpha uses fresnel effect.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
           opacity="1.0" clip="off" angularLevel="-100"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec" adapt="L2SpecularMapFresnelAlphaT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <!-- blend version -->
  <config title="Specular Map T1 lerp T2 (Vertex Alpha) add T3"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to vertex alpha, add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0LerpT1T2VertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <!-- transition version -->
  <config title="Specular Map T1 lerp T2 (Damage) add T3"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to damage level, add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0LerpT1T2VertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>

  
  <!-- blend version -->
  <config title="Specular Map T1 lerp T2 (Vertex Alpha) add T3 masked T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to vertex alpha, add tex3. Tex3 and specular masked by tex2 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0LerpT1T2VertexAlphaMask"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail2" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail2" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="1" />
  </config>

  
  <!-- transition version -->
  <config title="Specular Map T1 lerp T2 (Damage) add T3 masked T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to damage level, add tex3. Tex3 and specular masked by tex2 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0LerpT1T2VertexAlphaMask"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>

  
  <!-- blend version -->
  <config title="Specular Map T1 lerp T2 (Vertex Alpha) add T3 masked T1T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to vertex alpha, add tex3. Tex3 and specular masked by tex1 lerp tex2 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0LerpT1T2VertexAlphaMaskT0T1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="1" />
  </config>



  <!-- transition version -->
  <config title="Specular Map T1 lerp T2 (Damage) add T3 masked T1T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to damage level, add tex3. Tex3 and specular masked by tex1 lerp tex2 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0LerpT1T2VertexAlphaMask"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <!-- blend version -->
  <config title="Specular Map T1 lerp T2 (Vertex Alpha) mul T3"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to vertex alpha, mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0LerpT1xT2VertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="0" />
  </config>

  <!-- transition version -->
  <config title="Specular Map T1 lerp T2 (Damage) mul T3"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to damage level, mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0LerpT1xT2VertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>



  <!-- blend version -->
  <config title="Specular Map T1 lerp T2 (Vertex Alpha) mul T3 masked T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to vertex alpha, mul tex3. Tex3 and specular masked by tex2 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0LerpT1xT2VertexAlphaMask"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail2" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail2" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="0" />
  </config>


  <!-- transition version -->
  <config title="Specular Map T1 lerp T2 (Damage) mul T3 masked T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to damage level, mul tex3. Tex3 and specular masked by tex2 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0LerpT1xT2VertexAlphaMask"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>


  <!-- blend version -->
  <config title="Specular Map T1 lerp T2 (Vertex Alpha) mul T3 masked T1T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to vertex alpha, mul tex3. Tex3 and specular masked by tex1 lerp tex2 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0LerpT1xT2VertexAlphaMaskT0T1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="0" />
  </config>



  <!-- transition version -->
  <config title="Specular Map T1 lerp T2 (Damage) mul T3 masked T1T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to damage level, mul tex3. Tex3 and specular masked by tex1 lerp tex2 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0LerpT1xT2VertexAlphaMask"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Detail" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>


  <!-- blend version -->
  <config title="Specular Map T1 lerp T2 (Vertex Alpha)"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to vertex alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0LerpT1VertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
  </config>


  <!-- transition version -->
  <config title="Specular Map T1 lerp T2 (Damage)"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 lerp tex2 according to damage level.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec" adapt="L2SpecularMapT0LerpT1VertexAlpha"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
  </config>

  
  <config title="Specular Map T1 mul T2"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 mul tex2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2SpecularMapT0xT1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>


  <config title="Specular Map T1 mul T2 add T3"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 mul tex2, add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0xT1T2"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <config title="Specular Map T1 mul T2 mul T3"
          group="rFactor2\SpecMap"
          hint="Diffuse + specular map, tex1 mul tex2, mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2SpecularMapT0xT1xT2"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Spec" inputMap="Spec" inputTexel="RGB" uv="Manual#4" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
    <custom name="MODE2" mode="add" value="0" />
  </config>
  
  <!-- 
        :FIXME: stamp/billboard normals not supported for shaders
                L2SPECULARMAPFACESTAMPT0XT1
                L2SPECULARMAPFACESTAMPT0XT1ALPHATEST
  -->

  <!--
  //=====================================
  //
  //  Generic with specular (no bump/cube/spec map)
  //
  //=====================================
  -->
  <config title="Specular T1"
          group="rFactor2\Specular"
          hint="Diffuse + specular lighting, tex1.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff" adapt="L2SpecularT0"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>

  
  <config title="Specular T1 add T2"
          group="rFactor2\Specular"
          hint="Diffuse + specular lighting, tex1 add tex2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.color" adapt="L2SpecularT0T1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <config title="Specular T1 add T2 add T3"
          group="rFactor2\Specular"
          hint="Diffuse + specular lighting, tex1 add tex2 add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.color" adapt="L2SpecularT0T1T2"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <config title="Specular T1 add T2 mul T3"
          group="rFactor2\Specular"
          hint="Diffuse + specular lighting, tex1 add tex2 mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.color" adapt="L2SpecularT0T1xT2"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
    <custom name="MODE2" mode="add" value="0" />
  </config>


  <config title="Specular T1 mul T2"
          group="rFactor2\Specular"
          hint="Diffuse + specular lighting, tex1 mul tex2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.color" adapt="L2SpecularT0xT1"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>
  

  <config title="Specular T1 mul T2 add T3"
          group="rFactor2\Specular"
          hint="Diffuse + specular lighting, tex1 mul tex2 add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.color" adapt="L2SpecularT0xT1T2"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <config title="Specular T1 mul T2 mul T3"
          group="rFactor2\Specular"
          hint="Diffuse + specular lighting, tex1 mul tex2 mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.color" adapt="L2SpecularT0xT1xT2"
            specular="on" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
    <custom name="MODE2" mode="add" value="0" />
  </config>

  <!--
  //=====================================
  //
  //  Generic diffuse mix of textures
  //
  //=====================================
  -->
  <config title="T1"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff" adapt="L2DiffuseT0"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>

  <config title="T1 Alpha Test"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 with alpha test on T1 alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" 
           clip="on" clipValue="64"/>
    <basics class="rend::CShaderMaterial" shader="system.diff" adapt="L2DiffuseT0AlphaTest"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>



  <config title="T1 add T2"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 add tex2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.color" adapt="L2DiffuseT0T1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <config title="T1 add T2 add T3"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 add tex2 add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.color" adapt="L2DiffuseT0T1T2"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <config title="T1 add T2 mul T3"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 add tex2 mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.color" adapt="L2DiffuseT0T1xT2"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
    <custom name="MODE2" mode="add" value="0" />
  </config>


  <config title="T1 mul T2"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 mul tex2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.color" adapt="L2DiffuseT0xT1"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>


  <config title="T1 mul T2 add T3"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 mul tex2 add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.color" adapt="L2DiffuseT0xT1T2"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <config title="T1 mul T2 mul T3"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 mul tex2 mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.color" adapt="L2DiffuseT0xT1xT2"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
    <custom name="MODE2" mode="add" value="0" />
  </config>
  
  <!--
     :FIXME: quaddiff shaders are not available for:
             T1 + T2 + T3 + T4
             T1 + T2 + T3 x T4
             T1 + T2 x T3 + T4
             T1 + T2 x T3 x T4
             T1 lerp T2 mul T3 add T4 Vertex Alpha
             T1 x T2 + T3 + T4
             T1 x T2 + T3 x T4
             T1 x T2 x T3 + T4
             T1 x T2 x T3 x T4
  -->

  <!-- blend version -->
  <config title="T1 lerp T2 (Vertex Alpha)"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 lerp tex2 according to vertex alpha.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec" adapt="L2DiffuseT0LerpT1VertexAlpha"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
  </config>


  <!-- transition version -->
  <config title="T1 lerp T2 (Damage)"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 lerp tex2 according to damage level.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec" adapt="L2DiffuseT0LerpT1VertexAlpha"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
  </config>


  <!-- blend version -->
  <config title="T1 lerp T2 (Vertex Alpha) add T3"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 lerp tex2 according to vertex alpha, add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2DiffuseT0LerpT1T2VertexAlpha"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="1" />
  </config>


  <!-- transition version -->
  <config title="T1 lerp T2 (Damage) add T3"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 lerp tex2 according to damage level, add tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.color" adapt="L2DiffuseT0LerpT1T2VertexAlpha"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="1" />
  </config>


  <!-- blend version -->
  <config title="T1 lerp T2 (Vertex Alpha) mul T3"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 lerp tex2 according to vertex alpha, mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec" adapt="L2DiffuseT0LerpT1xT2VertexAlpha"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="1-A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="2" />
    <custom name="MODE2" mode="add" value="0" />
  </config>


  <!-- transition version -->
  <config title="T1 lerp T2 (Damage) mul T3"
          group="rFactor2\T0, T1, T2"
          hint="Diffuse lighting, tex1 lerp tex2 according to damage level, mul tex3.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.color" adapt="L2DiffuseT0LerpT1xT2VertexAlpha"
            specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const"
             transition="" inputTransitionMap="DamageLevel" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#3" inputAffectMap="Const"
             transition="" inputTransitionMap="Const" scale="1.0" outputTexel="RGB"
             outputLevel="1.0" outputAngularLevel="0" />
    <custom name="MODE" mode="add" value="0" />
  </config>

</configset>

