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

<!--
<[[

Description = "GTAV materials configuration script"
Version  = 1.2.4

]]>
-->


<configset>
  <!--
  //=====================================
  //
  //  General-purpose group of shaders:
  //
  //=====================================
  -->
  <config title="spec"
          group="GTAV\Generic"
          hint="Detail and specular map">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec" adapt="spec"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="wetnessMultiplier" mode="add" value="1" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="globalAnimUV0" mode="add" value="1, 0" />
    <user name="globalAnimUV1" mode="add" value="0, 1" />
  </config>

  
  <config title="emissive"
          group="GTAV\Generic"
          hint="Detail is emissive light mask">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff" adapt="emissive"
            specular="off" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="emissive" value="(0, 0, 0)" level="100" affectMap="Detail" affectTexel="Gray"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="emissiveMultiplier" mode="add" value="1" />
    <user name="globalAnimUV0" mode="add" value="1, 0" />
    <user name="globalAnimUV1" mode="add" value="0, 1" />
  </config>
  
  
  <config title="normal"
          group="GTAV\Generic"
          hint="Bump-mapped with detail map">
    <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" adapt="normal"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="wetnessMultiplier" mode="add" value="1" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="globalAnimUV0" mode="add" value="1, 0" />
    <user name="globalAnimUV1" mode="add" value="0, 1" />
  </config>
  
  
  <config title="normal_spec"
          group="GTAV\Generic"
          hint="Bump-mapped with detail map and specular map">
    <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_spec" adapt="normal_spec"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="wetnessMultiplier" mode="add" value="1" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
  </config>

  <config title="normal_spec_reflect"
          group="GTAV\Generic"
          hint="Bump-mapped with detail map and specular map">
    <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_spec_refl" adapt="normal_spec_reflect"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
  </config>
  
  <config title="normal_spec_decal"
          group="GTAV\Generic"
          hint="Detail.A is opacity mask for bump-mapped and specular-mapped decal">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec" adapt="normal_spec_decal"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="wetnessMultiplier" mode="add" value="1" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="globalAnimUV0" mode="add" value="1, 0" />
    <user name="globalAnimUV1" mode="add" value="0, 1" />
  </config>

  <config title="normal_decal"
          group="GTAV\Generic"
          hint="Detail.A is opacity mask for bump-mapped decal">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff" adapt="normal_decal"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="wetnessMultiplier" mode="add" value="1" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="globalAnimUV0" mode="add" value="1, 0" />
    <user name="globalAnimUV1" mode="add" value="0, 1" />
  </config>

  <config title="decal"
          group="GTAV\Generic"
          hint="Detail.A masked decal overlay">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff" adapt="decal"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="wetnessMultiplier" mode="add" value="1" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
  </config>

  <config title="mirror_decal"
          group="GTAV\Generic"
          hint="Masked mirror reflection as bump-mapped decal">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Bump" mapTexel="Gray" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.color" adapt="mirror_decal"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="gMirrorDebugParams" mode="add" value="0" />
    <user name="gMirrorBounds" mode="add" value="0, 0, 0, 0" />
    <user name="gMirrorDistortionAmount" mode="add" value="10" />
    <user name="reflectivePower" mode="add" value="1" />
  </config>
  
  <config title="mirror_default"
          group="GTAV\Generic"
          hint="Masked mirror reflection as bump-mapped decal">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" mapTexel="A" blendSrc="One" blendDest="Zero" 
            opacity="1.0" mapAffectLevel="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec" adapt="mirror_default"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="gMirrorBounds" mode="add" value="0, 0, 0, 0" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
  </config>  
  
  <config title="weapon_normal_spec_detail_palette"
          group="GTAV\Generic"
          hint="Weapon with bump, spec and palette selector.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.triplediff.spec_refl" adapt="weapon_normal_spec_detail_palette"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail3" inputMap="Detail3" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="detailSettings" mode="add" value="0.1, 0.1, 8, 8" />
    <user name="paletteSelector" mode="add" value="0" />
    <user name="specular2Color" mode="add" value="1, 1, 1" />
    <user name="specular2ColorIntensity" mode="add" value="1" />
    <user name="specular2Factor" mode="add" value="100" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
  </config>

  <config title="weapon_normal_spec_cutout_palette"
          group="GTAV\Generic"
          hint="Weapon with bump, spec and palette selector, Alpha-test">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="on"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.dualdiff.spec_refl" adapt="weapon_normal_spec_cutout_palette"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="HardAlphaBlend" mode="add" value="1" />
    <user name="paletteSelector" mode="add" value="0" />
    <user name="specular2Color" mode="add" value="1, 1, 1" />
    <user name="specular2ColorIntensity" mode="add" value="1" />
    <user name="specular2Factor" mode="add" value="100" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
  </config>

  <!--
  //=====================================
  //
  //  Generic Vehicle group of shaders:
  //
  //=====================================
  -->
  <config title="vehicle_basic"
          group="GTAV\Vehicle generic"
          hint="Detail with bump and specular (all on UV#1) without alpha or damage/effects map">
    <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_spec_refl" adapt="vehicle_basic"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="blank_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>


  <config title="vehicle_blurredrotor"
          group="GTAV\Vehicle generic"
          hint="Detail.A is opacity level for itself with specular map">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec" adapt="vehicle_blurredrotor"
            specular="on" emissive="0" options="+RenderLast+IgnoreVertexColor"/>
    <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" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="reflectivePower" mode="add" value="0.45" />
  </config>
  
  <config title="vehicle_mesh"
          group="GTAV\Vehicle generic"
          hint="Detail map, bump map, specular (all on UV#1) with dirt/burn/damage effects map on UV#2">
    <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_spec_refl" adapt="vehicle_mesh"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="blank_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>

  <config title="vehicle_mesh (winter)"
          group="GTAV\Vehicle generic"
          hint="Detail map, bump map, specular and snow layers (all on UV#1) with dirt/burn/damage effects map on UV#2">
    <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.spec_refl" adapt="vehicle_mesh_enveff"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(230, 230, 230)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Detail2" inputTransitionTexel="Gray" tileU="8.0" tileV="8.0" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="blank_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <custom name="MODE" mode="add" value="2" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>
  

  <config title="vehicle_detail2"
          group="GTAV\Vehicle generic"
          hint="Base Detail map, Sub-detail displacement map (UV#2), specular map with no dirt/damage effects, with standard interior burnt effect">
    <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_spec" adapt="vehicle_detail2"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="1-R" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_burnt_int.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="reflectivePower" mode="add" value="0.45" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>
  

  <config title="vehicle_interior2"
          group="GTAV\Vehicle generic"
          hint="Detail map, specular map with no dirt/damage effects, with standard interior burnt effect">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec" adapt="vehicle_interior2"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="1-R" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_burnt_int.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="reflectivePower" mode="add" value="0.45" />
    <user name="specularFresnel" mode="add" value="0.97" />
  </config>  
  
  
  <config title="vehicle_shuts"
          group="GTAV\Vehicle generic"
          hint="Paintable detail map, bump map, specular (all on UV#1) with burnt effect and no dirt/damage effects">
    <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_spec" adapt="vehicle_shuts"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="Gray" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_burnt_out.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="blank_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="reflectivePower" mode="add" value="0.45" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>
  
  <config title="vehicle_badges"
          group="GTAV\Vehicle generic"
          hint="Detail.A is opacity mask for bump-mapped and spec-mapped material with burnt effect (all on UV#1) and no dirt/dust effects ">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.diff_spec" adapt="vehicle_badges"
            specular="on" emissive="0" options="+RenderLast+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="Gray" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_burnt_out.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="blank_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="reflectivePower" mode="add" value="0.45" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>
  
  <config title="vehicle_licenseplate"
          group="GTAV\Vehicle generic"
          hint="License plate with font letters standard preconfiguration.">
    <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="vehicle_licenseplate"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" texture="plate01.dds" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="vehicle_generic_plate_font.dds" inputTransitionMap="Detail" inputTransitionTexel="Gray" outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="plate01_n.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="vehicle_generic_plate_font_n.dds" inputTransitionMap="Bump" inputTransitionTexel="Gray" outputLevel="1.0" outputAngularLevel="0" />
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Const"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="DistEpsilonScaleMin" mode="add" value="10, 10" />
    <user name="DistMapCenterVal" mode="add" value="0.5" />
    <user name="FontNormalScale" mode="add" value="5.0" />
    <user name="LicensePlateFontTint" mode="add" value="1, 1, 1" />
    <user name="LicensePlateFontExtents" mode="add" value="0.043, 0.38, 0.944627, 0.840627" />
    <user name="NumLetters" mode="add" value="16, 4" />
    <user name="LetterSize" mode="add" value="0.0625, 0.25" />
    <user name="LetterIndex2" mode="add" value="63, 63, 62, 0" />
    <user name="LetterIndex1" mode="add" value="10, 21, 10, 23" />
    <user name="reflectivePower" mode="add" value="0.45" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>
  
  <config title="vehicle_nosplash"
          group="GTAV\Vehicle generic"
          hint="Blank material for drawing stencil mask to prevent water splashes drawing">
    <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="vehicle_nosplash" specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
  </config>  
  
  <config title="vehicle_nowater"
          group="GTAV\Vehicle generic"
          hint="Blank material for drawing stencil mask to prevent drawing water">
    <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="vehicle_nosplash" specular="off" emissive="0"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
  </config>
  
  <config title="vehicle_tire"
          group="GTAV\Vehicle generic"
          hint="Vehicle tire specific shader with Detail map, bump map, specular (all on UV#1) and dirt/burn effects map on UV#2">
    <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_spec_refl" adapt="vehicle_tire"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" texture="vehicle_generic_tyrewallblack.dds" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_tyrewall_dirt.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="vehicle_generic_tyrewall_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_tyrewall_spec.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
    <user name="tyreDeformParams" mode="add" value="0, 0, 0, 1" />
    <user name="tyreDeformParams2" mode="add" value="0.262, 1495" />
  </config>
  
  <config title="vehicle_track"
          group="GTAV\Vehicle generic"
          hint="Vehicle track specific shader with Detail map, bump map, specular (all on UV#1), dirt/burn effects map on UV#2 and animation parameters for UV#1.">
    <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_spec" adapt="vehicle_track"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="reflectivePower" mode="add" value="0.45" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
    <user name="TrackAnimUV" mode="add" value="0" />
  </config>
  
  
  <config title="vehicle_cloth"
          group="GTAV\Vehicle generic"
          hint="Detail map, bump map, specular (all on UV#1) with dirt/burn/damage effects map on UV#2">
    <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_spec" adapt="vehicle_cloth"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="blank_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <user name="reflectivePower" mode="add" value="0.45" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>
  
  <config title="vehicle_dash_emissive"
          group="GTAV\Vehicle generic"
          hint="Emissive dashboard via Detail.A map, transparency in Detail.G. ID of Poly/Vertex is used to determine element of dashboard to lit on/off.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="1-G" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" clip="on" clipValue="128" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_dash_emissive"
            specular="on" options="+RenderLast+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="emissive" value="(0, 0, 0)" level="100" affectMap="Detail" affectTexel="A"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="1-R" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_burnt_int.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
  </config>  
  

  <config title="vehicle_dash_emissive_opaque"
          group="GTAV\Vehicle generic"
          hint="Emissive dashboard via Detail.A map. ID of Poly/Vertex is used to determine element of dashboard to lit on/off.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_dash_emissive_opaque"
            specular="on" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="emissive" value="(0, 0, 0)" level="100" affectMap="Detail" affectTexel="A"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="1-R" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_burnt_int.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
  </config>  


  <config title="vehicle_emissive_opaque"
          group="GTAV\Vehicle generic"
          hint="Emissive via Detail.A map, with spec map and dirt/dust/burnt effect on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_emissive_opaque"
            specular="on" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="emissive" value="(0, 0, 0)" level="100" affectMap="Detail" affectTexel="A"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_burnt_int.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="emissiveMultiplier" mode="add" value="1" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>    
  

  <config title="vehicle_decal"
          group="GTAV\Vehicle generic"
          hint="Alpha-blended (via Detail.A) decal for interior with burn effect on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_decal"
            specular="on" emissive="0" options="+RenderLast+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="1-R" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_burnt_out.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
  </config>  

  
  <config title="vehicle_decal2"
          group="GTAV\Vehicle generic"
          hint="Alpha-blended (via Detail.A) decal for exterior with bump map, dirt/dust/burn effect on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_decal"
            specular="on" emissive="0" options="+RenderLast+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="specularIntensityMult" mode="add" value="1.0" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  
  
  <config title="vehicle_vehglass_inner"
          group="GTAV\Vehicle generic"
          hint="Innerside of vehicle glass. Alpha-blended (via Detail.A) with specular map and dirt/dust effect on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_vehglass_inner"
            specular="on" emissive="0" options="+RenderLast+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <!--<advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />-->
    <sampler type="Detail" texture="vehicle_generic_glasswindows2.dds" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_glassdirt.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-20" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  

  <config title="vehicle_vehglass"
          group="GTAV\Vehicle generic"
          hint="Outer side of vehicle glass. Alpha-blended (via Detail.A) with specular map and dirt/dust effect on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_vehglass"
            specular="on" emissive="0" options="+RenderLast+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <!--<advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />-->
    <sampler type="Detail" texture="vehicle_generic_glasswindows2.dds" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_glassdirt.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-20" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  

  <config title="vehicle_lights"
          group="GTAV\Vehicle generic"
          hint="Detail.A as opacity level material with specular map and dirt/dust/burnt effect on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_lights"
            specular="on" emissive="0" options="+RenderLast+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_glassdirt.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  
  
  
  <config title="vehicle_lightsemissive"
          group="GTAV\Vehicle generic"
          hint="Detail.A as opacity level and emissive level. Poly/Vertex ID used as part condition-emissive lit. Uses specular map and dirt/dust/burnt effect on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Detail" mapTexel="A" blendSrc="SrcAlpha" blendDest="InvSrcAlpha" 
            opacity="1.0" mapAffectLevel="1.0" />
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_lightsemissive"
            specular="on" options="+RenderLast+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <advancedcolor type="emissive" value="(0, 0, 0)" level="100" affectMap="Detail" affectTexel="A"/>
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_generic_glassdirt.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec"  inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
    <user name="emissiveMultiplier" mode="add" value="3.0" />
  </config>    
  
<!--
  //=====================================
  //
  //  Vehicle-Paint group of shaders:
  //
  //=====================================
  -->
  <config title="vehicle_paint1"
          group="GTAV\Vehicle paint"
          hint="Single Detail paintable with specular map (all UV#1, no tiling used) and dirt/dust/burnt effects on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_paint1"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>

  <config title="vehicle_paint1 (winter)"
          group="GTAV\Vehicle paint"
          hint="Single Detail paintable with specular map (tiled, UV#1), dirt/dust/burnt and snow effects on UV#2.">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec_refl" adapt="vehicle_paint1_enveff"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(230, 230, 230)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" texture="snowbasespeckle.dds" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A" 
              transition="snow.dds" inputTransitionMap="Detail2" inputTransitionTexel="Gray" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="snow_s.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" tileU="8" tileV="8" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="envEffTexTileUV" mode="add" value="8" />
    <user name="envEffScale" mode="add" value="1.0, 0.001" />
    <user name="envEffThickness" mode="add" value="25" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>
  
  
  <config title="vehicle_paint2"
          group="GTAV\Vehicle paint"
          hint="Single Detail paintable with specular map and dirt/dust/burnt effects (all UV#1, no tiling used).">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.diff_spec_refl" adapt="vehicle_paint2"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  
  
  
  <config title="vehicle_paint3"
          group="GTAV\Vehicle paint"
          hint="Dual detail paintable (Detail2.A is a mask for Detail2 overlay using UV#2) with specular map and dirt/dust/burnt effects (on UV#1, no tiling used).">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec_refl" adapt="vehicle_paint3"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Detail2" inputAffectTexel="A" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <custom name="MODE" mode="add" value="2" /> <!-- lerp -->
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="matDiffuseColor2" mode="add" value="1.0, 1.0, 1.0" />
    <user name="diffuse2SpecMod" mode="add" value="8.0" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  
  
  <config title="vehicle_paint4"
          group="GTAV\Vehicle paint"
          hint="Dual detail paintable (Detail2.A is a mask for Detail2 soft decal overlay using UV#2) with specular map and dirt/dust/burnt effects (on UV#1, with Detail and Spec tiling allowed).">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.dualdiff.spec_refl" adapt="vehicle_paint4"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Detail2" inputAffectTexel="A" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <custom name="MODE" mode="add" value="3" /> <!-- overlay -->
    <user name="matDiffuseColor2" mode="add" value="1.0, 1.0, 1.0" />
    <user name="diffuse2SpecMod" mode="add" value="8.0" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="specular2ColorIntensity" mode="add" value="1.7" />
    <user name="specular2Factor" mode="add" value="40" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  
  
  
  <config title="vehicle_paint4 (winter)"
          group="GTAV\Vehicle paint"
          hint="Dual detail paintable (Detail2.A is a mask for Detail2 soft decal overlay using UV#2) with specular map and dirt/dust/burnt (on UV#1) and snow effects (on UV#2). Detail and Spec tiling allowed).">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec_refl" adapt="vehicle_paint4_enveff"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Detail2" inputAffectTexel="A" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail3" texture="snowbasespeckle.dds" inputMap="Detail3" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A" 
              transition="snow.dds" inputTransitionMap="Detail3" inputTransitionTexel="Gray" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="snow_s.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <custom name="MODE" mode="add" value="3" /> <!-- overlay -->
    <custom name="MODE2" mode="add" value="2" /> <!-- lerp -->
    <user name="matDiffuseColor2" mode="add" value="1.0, 1.0, 1.0" />
    <user name="diffuse2SpecMod" mode="add" value="8.0" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="specular2ColorIntensity" mode="add" value="1.7" />
    <user name="specular2Factor" mode="add" value="40" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  
  
  <config title="vehicle_paint5 (winter)"
          group="GTAV\Vehicle paint"
          hint="Dual detail paintable (Detail2.A is a mask for Detail2 soft decal overlay using UV#2) with specular map and dirt/dust/burnt (on UV#2) and snow effects (on UV#1). Detail and Spec tiling allowed).">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.triplediff.spec_refl" adapt="vehicle_paint5_enveff"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Detail2" inputAffectTexel="A" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail3" texture="snowbasespeckle.dds" inputMap="Detail3" inputTexel="RGB" uv="Manual#2" inputAffectMap="VertexColor" inputAffectTexel="A" 
              transition="snow.dds" inputTransitionMap="Detail3" inputTransitionTexel="Gray" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="snow_s.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <custom name="MODE" mode="add" value="3" /> <!-- overlay -->
    <custom name="MODE2" mode="add" value="2" /> <!-- lerp -->
    <user name="matDiffuseColor2" mode="add" value="1.0, 1.0, 1.0" />
    <user name="diffuse2SpecMod" mode="add" value="8.0" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="specular2ColorIntensity" mode="add" value="1.7" />
    <user name="specular2Factor" mode="add" value="40" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  

  <config title="vehicle_paint6"
          group="GTAV\Vehicle paint"
          hint="Dual detail paintable (Detail2.A is a mask for Detail2 soft decal overlay using UV#2) with bump map (UV#2) specular map and dirt/dust/burnt effects (on UV#1, with Spec tiling allowed).">
    <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.spec_refl" adapt="vehicle_paint6"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Detail2" inputAffectTexel="A" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="blank_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" tileU="8" tileV="8" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <custom name="MODE" mode="add" value="3" /> <!-- overlay -->
    <user name="matDiffuseColor2" mode="add" value="1.0, 1.0, 1.0" />
    <user name="diffuse2SpecMod" mode="add" value="8.0" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="specular2ColorIntensity" mode="add" value="1.7" />
    <user name="specular2Factor" mode="add" value="40" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  
  
  <config title="vehicle_paint6 (winter)"
          group="GTAV\Vehicle paint"
          hint="Dual detail paintable (Detail2.A is a mask for Detail2 soft decal overlay using UV#2) with bump map (UV#2) specular map and dirt/dust/burnt effects (on UV#1, with Spec tiling allowed) and snow effect (UV#1).">
    <undo mode="IMaterial" />
    <alpha vertAffect="Off" mapAffect="Const" blendSrc="One" blendDest="Zero" opacity="1.0" clip="off"/>
    <basics class="rend::CShaderMaterial" shader="system.bump.triplediff.spec_refl" adapt="vehicle_paint6_enveff"
            specular="on" emissive="0" options="+IgnoreVertexColor"/>
    <color type="ambient" value="(0, 0, 0)" />
    <color type="emissive" value="(0, 0, 0)" />
    <advancedcolor type="diffuse2" value="(0, 0, 0)" level="100" affectMap="VertexColor" affectTexel="1-R"/>
    <advancedcolor type="dirtColor" value="(59, 57, 52)" level="100" affectMap="Mask" affectTexel="R"/>
    <advancedcolor type="dustColor" value="(180, 180, 180)" level="100" affectMap="Mask" affectTexel="G"/>
    <advancedcolor type="scratchColor" value="(224, 224, 224)" level="100" affectMap="Mask" affectTexel="B"/>
    <advancedcolor type="burnColor" value="(24, 24, 24)" level="100" affectMap="Mask" affectTexel="A" options="+maskVertB" />
    <sampler type="Detail" inputMap="Detail" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail2" inputMap="Detail2" inputTexel="RGB" uv="Manual#2" inputAffectMap="Detail2" inputAffectTexel="A" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Detail3" texture="snowbasespeckle.dds" inputMap="Detail3" inputTexel="RGB" uv="Manual#1" inputAffectMap="VertexColor" inputAffectTexel="A" 
              transition="snow.dds" inputTransitionMap="Detail3" inputTransitionTexel="Gray" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Mask" texture="vehicle_genericmud_car.dds" inputMap="Mask" inputTexel="RGB" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Bump" texture="blank_normal.dds" inputMap="Bump" inputTexel="RGB" uv="Manual#2" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Spec" texture="vehicle_generic_smallspecmap.dds" inputMap="Spec" inputTexel="R" uv="Manual#1" inputAffectMap="Const" 
              transition="" inputTransitionMap="Const" tileU="8" tileV="8" outputLevel="1.0" outputAngularLevel="0" addressU="wrap" addressV="wrap"/>
    <sampler type="Env" texture="env.dds" inputMap="Env" inputTexel="RGB" uv="AutoSphereEnv" inputAffectMap="Spec" inputAffectTexel="G"
              transition="" inputTransitionMap="Const" outputLevel="0.45" outputAngularLevel="-60" />
    <custom name="MODE" mode="add" value="3" /> <!-- overlay -->
    <custom name="MODE2" mode="add" value="2" /> <!-- lerp -->
    <user name="matDiffuseColor2" mode="add" value="1.0, 1.0, 1.0" />
    <user name="diffuse2SpecMod" mode="add" value="8.0" />
    <user name="specular2Color_DirLerp" mode="add" value="0, 0.5, 0" />
    <user name="specular2ColorIntensity" mode="add" value="1.7" />
    <user name="specular2Factor" mode="add" value="40" />
    <user name="specularIntensityMult" mode="add" value="0.5" />
    <user name="specularFalloffMult" mode="add" value="180" />
    <user name="specularFresnel" mode="add" value="0.75" />
    <user name="dirtLevelMod" mode="add" value="1, 1, 1, 1" />
  </config>  
  
</configset>
