Rubber in Magione Circuit

Hello. I'm using the latest version of the game alongside SOL and CSP (1.75 preview 1) and I no longer see the "rubber" in "Optimum" mode. Magione Circuit.

But in the vanilla game I see a lot.
Could someone help me with this?
Thanks!
 
But it is not noticeable at all. That visual detail that gives more realism to the surface of the circuit is lost.
Is there a way to recover it and not lose the wet effect when the rain is activated?
 
But it is not noticeable at all. That visual detail that gives more realism to the surface of the circuit is lost.
Is there a way to recover it and not lose the wet effect when the rain is activated?
You can increase the brightness of the road through the track’s extension file, which should be in the extension/tracks/loaded folder I believe
 
This is the one in "monza.ini"
Where should I edit that?


; config was prepared automatically. source:
; https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/config/tracks/monza.ini
[ABOUT]
AUTHOR=Benner900, leBluem, atrip3
VERSION=1.4
DATE_RELEASE=2021 feb 12
LIGHTS_COUNT=113/116/130

[LIGHTING]
SPECULAR_MULT=1.0

[WIND]
DYNAMIC_FLAGS=AUTO

; this hides the bridge, which was put down around 2010
; uncomment hole section to remove!
; [MODEL_REPLACEMENT_...]
; FILE=monza.kn5
; HIDE=Box099, Object75912

[INCLUDE: common/materials_track.ini]
HorizonMaterials=horizont

[INCLUDE]
INCLUDE=common/conditions.ini,common/custom_emissive.ini

[GRASS_FX]
GRASS_MATERIALS=grass-shader
HEIGHT_MULT=0.3
EDGE_MULT=1

[BOUNCED_LIGHT]
SUPPORTED=1
SURFACE_MATERIALS=top_new, top_B, grass-shader, sand, curb-shader, brd2, antennas, apsh?, asph?, whiteline
;OBJECT_MATERIALS=mat0?
;CLIP_BASE_Y=50
;DEPTH_EXPANSION_STEPS=1 ; default value is 1
CLIP_POINT_...=454.05, -3.86, -543.46

;;; Light Series

[LIGHT_SERIES_0]
DESCRIPTION=pits
MESHES=AC_PIT_?
OFFSET=0,5,0
CLUSTER_THRESHOLD=10
COLOR=0.949,0.988 , 1, 8
SPOT=150
RANGE=15
FADE_AT=400
FADE_SMOOTH=50
RANGE_GRADIENT_OFFSET=0.7
SPOT_SHARPNESS=0.7
DIRECTION=0,-1,0
CONDITION=NIGHT_SMOOTH
COLOR_OFF=0.949,0.988 , 1, 0
ACTIVE=1

[LIGHT_SERIES_1]
DESCRIPTION=marshall stands
MESHES=marshall_HI_??
OFFSET=-1,2,-1
CLUSTER_THRESHOLD=32
COLOR=1, 0.839, 0.666, 8
SPOT=120
RANGE=6
FADE_AT=400
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.5
SPOT_SHARPNESS=0.1
DIRECTION=0,-1,0
CONDITION=NIGHT_SMOOTH
COLOR_OFF=1, 0.839, 0.666, 0
ACTIVE=1

[LIGHT_SERIES_2]
DESCRIPTION=Floodlights
MATERIALS=Light_Emissive
OFFSET=0,0,0
CLUSTER_THRESHOLD=32
COLOR=1, 0.82, 0.698, 8
SPOT=170
RANGE=50
FADE_AT=700
FADE_SMOOTH=50
RANGE_GRADIENT_OFFSET=0.35
SPOT_SHARPNESS=0.5
DIRECTION=0,-1,0
DIRECTION_ALTER=0,0,-0.75
COLOR_OFF=1, 0.82, 0.698, 0
ACTIVE=1
CONDITION=NIGHT_SMOOTH

[LIGHT_SERIES_3]
DESCRIPTION=First Bridge
MESHES=AC_AUDIO_ROGGIA
OFFSET=0,1,0
CLUSTER_THRESHOLD=100
COLOR=1, 0.77, 0.56, 12
SPOT=170
RANGE=30
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.8
SPOT_SHARPNESS=0.8
DIRECTION=0,-1,0
CONDITION=NIGHT_SMOOTH
ACTIVE=1

[LIGHT_SERIES_4]
DESCRIPTION=Second Bridge
MESHES=AC_AUDIO_SERRAGLIO
OFFSET=0,1,0
CLUSTER_THRESHOLD=100
COLOR=1, 0.77, 0.56, 24
SPOT=170
RANGE=30
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.8
SPOT_SHARPNESS=0.8
DIRECTION=0,-1,0
CONDITION=NIGHT_SMOOTH
ACTIVE=1

[CONDITION_...]
NAME=INDOORLIGHT
INPUT=TIME
; active at 20-1 o clock, based on seconds per day
LUT=(|0=1|3600=1|3600=0|72000=0|72000=1|86400=1|)
LAG = 0

[LIGHT_SERIES_5]
DESCRIPTION=Overlap Building 1
MESHES=Object449
OFFSET=0,-0.8,0
CLUSTER_THRESHOLD=100
COLOR=1, 0.71, 0.42,4
SPOT=130
RANGE=15
FADE_AT=400
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.8
SPOT_SHARPNESS=0.8
DIRECTION=0,-1,0
CONDITION=INDOORLIGHT
ACTIVE=1

[LIGHT_SERIES_6]
DESCRIPTION=Overlap Building 2
MESHES=Object448
OFFSET=0,-0.8,0
CLUSTER_THRESHOLD=100
COLOR=1, 0.71, 0.42,4
SPOT=130
RANGE=15
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.8
SPOT_SHARPNESS=0.8
DIRECTION=0,-1,0
CONDITION=INDOORLIGHT
ACTIVE=1

[LIGHT_SERIES_7]
DESCRIPTION=Tents
MESHES=Object623
OFFSET=0,0,0
CLUSTER_THRESHOLD=15
COLOR=1, 0.6, 0.4, 12
SPOT=150
RANGE=15
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.5
SPOT_SHARPNESS=0.8
DIRECTION=0,-1,0
CONDITION=NIGHT_SMOOTH
ACTIVE=1
VISIBILITY_LEVEL=1

[LIGHT_SERIES_8]
DESCRIPTION=Della Roggia GStand
MESHES=Object477
OFFSET=0,4,0
CLUSTER_THRESHOLD=32
COLOR=1,0.71,0.3,12
SPOT=170
RANGE=15
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.2
SPOT_SHARPNESS=0.5
DIRECTION=0,-1,0
CONDITION=NIGHT_SMOOTH
ACTIVE=1

[LIGHT_SERIES_9]
DESCRIPTION=Ascari Gstand
MESHES=Structures7
OFFSET=0,4,0
CLUSTER_THRESHOLD=32
COLOR=1,0.71,0.3,12
SPOT=170
RANGE=20
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.7
SPOT_SHARPNESS=0.5
DIRECTION=0,-1,0
CONDITION=NIGHT_SMOOTH
ACTIVE=1

[LIGHT_SERIES_10]
DESCRIPTION=Pit Entry Tents
MESHES=Object313
OFFSET=50,-0.4,-113
CLUSTER_THRESHOLD=200
COLOR=1,0.71,0.3,12
SPOT=170
RANGE=15
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.5
SPOT_SHARPNESS=0.8
DIRECTION=0,-1,0
CONDITION=NIGHT_SMOOTH
ACTIVE=1

[LIGHT_SERIES_11]
DESCRIPTION=GlassBuilding
MATERIALS=glass2
OFFSET=-1,0,0
CLUSTER_THRESHOLD=20
COLOR=1, 0.71, 0.42,6
SPOT=180
RANGE=20
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.7
SPOT_SHARPNESS=0.5
DIRECTION=-1,0,0
CONDITION=INDOORLIGHT
ACTIVE=1

[LIGHT_SERIES_12]
DESCRIPTION=First Bridge
MESHES=AC_AUDIO_ROGGIA
OFFSET=0,0,0
CLUSTER_THRESHOLD=1
COLOR=1, 0.77, 0.56, 1200
SPOT=40
RANGE=2
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.8
SPOT_SHARPNESS=0.8
DIRECTION=0,1,0
CONDITION=NIGHT_SMOOTH
ACTIVE=1
VISIBILITY_LEVEL=2

[LIGHT_SERIES_13]
DESCRIPTION=Second Bridge
MESHES=AC_AUDIO_SERRAGLIO
OFFSET=0,0,0
CLUSTER_THRESHOLD=1
COLOR=1, 0.77, 0.56, 24
SPOT=170
RANGE=7
FADE_AT=500
FADE_SMOOTH=25
RANGE_GRADIENT_OFFSET=0.8
SPOT_SHARPNESS=0.8
DIRECTION=0,1,0
CONDITION=NIGHT_SMOOTH
ACTIVE=1

[LIGHT_SERIES_14]
ACTIVE=1
VISIBILITY_LEVEL=2
DESCRIPTION=pits
MESHES=AC_PIT_?
OFFSET=2,3.4,0
DIRECTION=1,-0.1,0
SPOT=10
SPOT_SHARPNESS=0.7
RANGE=4
FADE_AT=400
FADE_SMOOTH=50
RANGE_GRADIENT_OFFSET=0.7
CLUSTER_THRESHOLD=10
COLOR=0.949,0.988 , 1, 800
COLOR_OFF=0.949,0.988 , 1, 0
CONDITION=NIGHT_SMOOTH
SHOW_IN_REFLECTIONS=1

[LIGHT_0]
COLOR_FROM=0.777615, 0.777615, 0.777538, 22.7
COLOR_TO=0.793987, 0.793987, 0.793908, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=200.0
LINE_FROM=-143.233, 2.82469, 72.852
LINE_TO=-149.749, 2.82469, 130.984
RANGE=4.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
CONDITION=NIGHT_SMOOTH

[LIGHT_1]
COLOR_FROM=0.777615, 0.777615, 0.777538, 22.7
COLOR_TO=0.793987, 0.793987, 0.793908, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=200.0
LINE_FROM=-143.233, -1.85584, 72.852
LINE_TO=-149.749, -1.71002, 130.984
RANGE=4.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
CONDITION=NIGHT_SMOOTH

[LIGHT_2]
COLOR_FROM=0.777615, 0.777615, 0.777538, 22.7
COLOR_TO=0.793987, 0.793987, 0.793908, 10
DIFFUSE_CONCENTRATION=0.880
FADE_AT=500.0
FADE_SMOOTH=200.0
LINE_FROM=-144.932, 8.09318, 72.852
LINE_TO=-154.06, 8.06081, 158.307
RANGE=4.00
RANGE_GRADIENT_OFFSET=0.100
SINGLE_FREQUENCY=0.000
SPECULAR_MULT=1.00
SPOT=0.00
CONDITION=NIGHT_SMOOTH

;------------
;Model Replacement
;------------

[MODEL_REPLACEMENT_0]
; Hides bad Marshall Placement
HIDE=marshall_HI_B_, marshall_HI_B_002,marshall_LOW_B_,marshall_LOW_B_002,
FILE=monza.kn5

[MODEL_REPLACEMENT_1]
; Adds new objects for lights and emissive
HIDE=Pole_detail_MID?
FILE=monza.kn5
INSERT=monza_emissive3.kn5
INSERT_AFTER=Pole_detail_HI3

[MODEL_REPLACEMENT_2]
;Adds new glass
HIDE=Object250,Object248,Object252
FILE=monza.kn5
INSERT=Monza_Glass1.kn5
INSERT_AFTER=Object250

;;;

[MATERIAL_ADJUSTMENT_0]
DESCRIPTION=lights from MODEL_REPLACEMENT_1
MATERIALS=Light_Emissive
KEY_0=ksEmissive
VALUE_0=1, 0.82, 0.698, 100
VALUE_0_OFF=0, 0, 0
ACTIVE=1
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_1]
DESCRIPTION=lights for Glass
MATERIALS=glass2
CONDITION=INDOORLIGHT
KEY_0=ksEmissive
VALUE_0=1, 0.71, 0.42,6
VALUE_0_OFF=0, 0, 0
ACTIVE=1

[MATERIAL_ADJUSTMENT_2]
DESCRIPTION=lights for Glass Towers
MATERIALS=glass
CONDITION=INDOORLIGHT
KEY_0=ksEmissive
VALUE_0=1, 0.71, 0.42,2
VALUE_0_OFF=0, 0, 0
ACTIVE=1

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; season stuff
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[CONDITION_0]
NAME=SEASON_SUMMER
INPUT=YEAR_PROGRESS
LUT=(|-1=1|0=1|1=1|)
LAG=0

[CONDITION_1]
NAME=SEASON_WINTER
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=0.85|0.07=1|0.175=0|0.85=0|0.9=0.5|1=0.85|)
LAG=0

[CONDITION_2]
NAME=SEASON_AUTUMN
INPUT=YEAR_PROGRESS
LUT=(|-1=0|0=1|0.2=0|0.45=0|0.6=0.2|0.65=0|0.7=1|0.85=1|1=0|)
LAG=0
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; summer, basicaly all seasons affected too
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MATERIAL_ADJUSTMENT_3]
ACTIVE=1
DESCRIPTION=3dgrass
MATERIALS=BBgrass, BBgrass2
KEY_0=seasonSummer
VALUE_0=0.45
KEY_1=ksAmbient
VALUE_1=0.12
KEY_2=ksDiffuse
VALUE_2=0.135
CONDITION=SEASON_SUMMER

[MATERIAL_ADJUSTMENT_4]
ACTIVE=1
MATERIALS=top_new, top_B, grass-shader, sand, curb-shader, brd2, antennas
KEY_0=seasonSummer
VALUE_0=0.35
KEY_1=ksAmbient
VALUE_1=0.175
KEY_2=ksDiffuse
VALUE_2=0.21
CONDITION=SEASON_SUMMER

[MATERIAL_ADJUSTMENT_5]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=vegetation
MATERIALS=bushes, grs_brd
KEY_0=seasonSummer
VALUE_0=0.0
KEY_1=ksAmbient
VALUE_1=0.1
VALUE_1_OFF=ORIGINAL
KEY_2=ksDiffuse
VALUE_2=0.175
VALUE_2_OFF=ORIGINAL
CONDITION=SEASON_SUMMER

[MATERIAL_ADJUSTMENT_6]
ACTIVE=1
VISIBILITY_LEVEL=0
DESCRIPTION=trees
MATERIALS=trees, treesline, tree8, branch5
KEY_0=seasonSummer
VALUE_0=0.0
KEY_1=ksAmbient
VALUE_1=0.15
VALUE_1_OFF=ORIGINAL
KEY_2=ksDiffuse
VALUE_2=0.15
VALUE_2_OFF=ORIGINAL
CONDITION=SEASON_SUMMER
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; autumn
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MATERIAL_ADJUSTMENT_7]
ACTIVE=1
DESCRIPTION=3d grass
MATERIALS=BBgrass, BBgrass2
KEY_0=seasonAutumn
VALUE_0=0.0
CONDITION=SEASON_AUTUMN

[MATERIAL_ADJUSTMENT_8]
ACTIVE=1
DESCRIPTION=autumn stuff
MATERIALS=trees, treesline, tree8, branch5, bushes, bridges
KEY_0=seasonAutumn
VALUE_0=0.77
OFF_VALUE_0=ORIGINAL
CONDITION=SEASON_AUTUMN

[MATERIAL_ADJUSTMENT_9]
ACTIVE=1
DESCRIPTION=autumn asphalt + slightly specular by using winter-key
MATERIALS=billboards, top_new, top_B, apsh-shader-norm, apsh-shader-mid, apsh-shader-scuro, apsh-shader2, walls, wall2, curb-shader, tyres, curb-NM, asph-pitlane, serraglio, metals, wall2
KEY_0=seasonWinter
VALUE_0=0.4
OFF_VALUE_0=0
OFF_VALUE_2=ORIGINAL
CONDITION=SEASON_AUTUMN
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
; winter
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

[MATERIAL_ADJUSTMENT_10]
ACTIVE=1
DESCRIPTION=grass winter non specular
MATERIALS=jersey, BBgrass, BBgrass2, hedge, misc_alphatest, misc_alpha
KEY_0=seasonWinter
VALUE_0=0.8
OFF_VALUE_0=ORIGINAL
KEY_1=boh
VALUE_1=0.9
OFF_VALUE_1=ORIGINAL
CONDITION=SEASON_WINTER

[MATERIAL_ADJUSTMENT_11]
ACTIVE=1
DESCRIPTION=vegetation winter non specular
MATERIALS=trees, treesline, tree8, branch5, bushes1, bushes, grass-shader, sand, grs_brd, top_B, bridges
KEY_0=seasonWinter
VALUE_0=0.8
OFF_VALUE_0=ORIGINAL
CONDITION=SEASON_WINTER

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
DESCRIPTION=bg winter non specular
MATERIALS=top_new, horizont
KEY_0=seasonWinter
VALUE_0=1.2
OFF_VALUE_0=ORIGINAL
CONDITION=SEASON_WINTER

[MATERIAL_ADJUSTMENT_12]
ACTIVE=1
DESCRIPTION=asphalt + more winter specular
MATERIALS=apsh-shader-scuro, gstand-alpha, gstand, billboards, top_new, top_B, walls, wall2, curb-shader, tyres, curb-NM, asph-pitlane, serraglio, metals, wall2
KEY_0=seasonWinter
VALUE_0=0.8
KEY_1=fresnelEXP
VALUE_1=20
KEY_2=fresnelMaxLevel
VALUE_2=0.3
KEY_3=ksSpecularEXP
VALUE_3=30
KEY_4=ksSpecular
VALUE_4=0.15
CONDITION=SEASON_WINTER

;;;

[MODEL_REPLACEMENT_3]
FILE=monza.kn5
INSERT=monza__offtrack.kn5
INSERT_AFTER=Pole_detail_HI3

[LIGHT_SERIES_15]
ACTIVE=1
VISIBILITY_LEVEL=2
DESCRIPTION=lits offtrack
MESHES=litsOfftrack1, litsOfftrack2
DIRECTION=NORMAL
SPOT=170
SPOT_SHARPNESS=0.4
RANGE=40
FADE_AT=400
FADE_SMOOTH=50
RANGE_GRADIENT_OFFSET=0.1
CLUSTER_THRESHOLD=20
COLOR=1, 0.91, 0.72, 5
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

[MATERIAL_ADJUSTMENT_13]
ACTIVE=1
DESCRIPTION=lights for Glass Towers
MESHES=litsOfftrack1, litsOfftrack2
KEY_0=ksEmissive
VALUE_0=1, 0.91, 0.72, 40
VALUE_0_OFF=0
KEY_1=ksAlphaRef
VALUE_1=-193
VALUE_1_OFF=0
CONDITION=NIGHT_SMOOTH

[LOCAL_CUBEMAP_...]
MESHES=Glass3
POSITION=-148.54, -0.86, 108.21
HIGH_RESOLUTION=1

; beta version of Rain FX configs, subject to change in the future.
; if you find the definition of some materials below not appropriate, please send me a PM on CSP Discord server @adamcyan1624.
; credit to @Yo0601 ACaddict and @VHF.

[RAIN_FX]
PUDDLES_MATERIALS=apsh-shader-norm, curb-shader, curb-NM, apsh-shader2, apsh-shader-mid, apsh-shader-scuro, groove2, asph-pitlane
SOAKING_MATERIALS=walls, wall2, apsh-shader-norm, apsh-shader2, apsh-shader-mid, apsh-shader-scuro, groove2, asph-pitlane
SMOOTH_MATERIALS=Vehicles, adv_add, mon_gantry_overhang_a_01, mon_gantry_overhang_a_02, mon_crane_large_a, gstand, gstand-alpha, misc1, Pannello_Skin_00, box, metals, glass, tyres, billboards, serraglio
ROUGH_MATERIALS=sand, curb-grass, grass-brd, Bark, bushes_B, top_B
LINES_MATERIALS=whiteline, yellowline, paint

; pits building
STREAM_POINT_...=-155.06, 10.24, 160.37
STREAM_POINT_...=-145.88, 10.31, 70.38
STREAM_POINT_...=-145.93, 4.73, 70.24
STREAM_POINT_...=-154.95, 4.73, 160.44
STREAM_POINT_...=-151.19, 1.34, 167.45
STREAM_POINT_...=-175.90, 1.36, 413.00
STREAM_POINT_...=-174.97, 2.84, 401.48
STREAM_POINT_...=-152.30, 2.85, 175.60
STREAM_POINT_...=-208.6099, -2.8284, 409.3918
STREAM_POINT_...=-152.9919, 0.3784, -172.0924
STREAM_EDGE_...=-174.97, 2.84, 401.48, -152.30, 2.85, 175.60
STREAM_EDGE_...=-155.05, 11.01, 160.33, -145.87, 10.84, 70.39
STREAM_EDGE_...=-145.98, 5.18, 70.74, -154.93, 5.18, 159.93
STREAM_EDGE_...=-171.10, -4.13, 377.60, -184.74, -4.14, 376.30
STREAM_EDGE_...=-217.44, -4.64, 429.36, -173.61, -4.65, 433.05
STREAM_EDGE_...=-155.60, -2.04, 10.23, -150.27, -2.04, 10.25
STREAM_EDGE_...=-169.0381, -1.6218, 65.8781, -172.9463, -1.6201, 65.6355
STREAM_EDGE_...=-174.4013, -2.5391, 65.4648, -176.7744, -2.5221, 65.3038
STREAM_EDGE_...=-157.0603, -2.3187, 87.1244, -156.7838, -2.3243, 84.6356
STREAM_EDGE_...=-189.1139, -3.6852, 404.2625, -189.3921, -3.6976, 406.7643
STREAM_EDGE_...=-176.3939, -5.7633, 451.6494, -161.2789, -5.7900, 453.0213
STREAM_EDGE_...=-176.4751, -5.7859, 451.5172, -175.6907, -5.7805, 441.8446
STREAM_EDGE_...=-172.4845, -5.7897, 439.8329, -172.6624, -5.7861, 441.9706
STREAM_EDGE_...=-227.2739, 7.5398, 367.2563, -242.3124, 6.2793, 365.7859
STREAM_EDGE_...=-205.1949, 7.5556, 147.8505, -220.1942, 6.3333, 146.3840
STREAM_EDGE_...=-211.5737, 8.4419, 131.9298, -219.0961, 8.1431, 130.9175
STREAM_EDGE_...=-196.2199, 8.0126, 51.5675, -204.4804, 7.2990, 50.7598
STREAM_EDGE_...=-188.7711, 8.0277, -23.1947, -203.7657, 6.8046, -24.6607
STREAM_EDGE_...=-202.0179, -5.3367, 328.4473, -204.9634, -5.3615, 327.9562
STREAM_EDGE_...=-192.0692, -3.5823, 175.4283, -186.8825, -3.5876, 175.8502

; bridges etc
STREAM_EDGE_...=465.3141, -3.1325, -547.5662, 457.9485, -3.1464, -555.2337
STREAM_EDGE_...=440.6746, -4.0349, -540.2936, 447.7620, -4.0303, -532.1343
STREAM_EDGE_...=105.0142, -2.7249, 141.8349, 80.2911, -2.7291, 139.3334
STREAM_EDGE_...=79.7944, -2.7179, 144.4368, 105.0180, -2.7251, 146.9376
STREAM_EDGE_...=51.5280, -4.4443, 429.9522, 76.7099, -4.4438, 432.8935
STREAM_EDGE_...=76.1190, -4.4430, 437.9869, 50.9323, -4.4409, 435.0450
STREAM_EDGE_...=-168.6729, -5.1657, 798.4461, -186.5490, -5.2713, 811.9603
STREAM_EDGE_...=197.7866, -0.5435, -224.6342, 184.0474, -1.1273, -230.6885
STREAM_EDGE_...=184.0268, -1.1449, -230.6976, 170.4740, -1.4810, -236.6314
STREAM_EDGE_...=170.4540, -1.4794, -236.6402, 156.7112, -1.3363, -242.6961
STREAM_EDGE_...=156.7000, -1.3392, -242.7010, 129.5817, -0.2931, -254.5742
STREAM_EDGE_...=-83.4315, 3.5577, -842.4601, -106.5746, 3.5542, -852.8405
STREAM_EDGE_...=-106.5753, 6.0152, -852.8391, -83.4337, 6.0746, -842.4559
STREAM_EDGE_...=469.5350, 5.6790, -1127.8308, 468.5936, 5.6624, -1142.9935
STREAM_EDGE_...=477.2407, 5.5476, -1143.3002, 478.1678, 5.5410, -1128.5453
STREAM_EDGE_...=761.5972, 4.6573, -1207.0042, 754.0655, 4.6613, -1223.5586
STREAM_EDGE_...=866.1868, 1.8525, -860.7744, 875.8733, 1.8582, -845.3993
STREAM_EDGE_...=607.6642, 3.8421, -694.5364, 619.3524, 3.9030, -678.9408
STREAM_EDGE_...=607.6703, 0.8152, -694.5400, 620.3960, 0.8199, -678.0376
STREAM_EDGE_...=305.8232, -0.5992, -401.6697, 295.5854, -0.5965, -416.7539
STREAM_EDGE_...=26.4837, -7.6990, 700.6914, 31.7943, -7.6969, 700.9123
STREAM_EDGE_...=42.2071, -7.8909, 703.3743, 47.1516, -7.9009, 704.1104
STREAM_EDGE_...=63.2821, -6.3323, 490.9527, 68.5879, -6.3446, 491.4220
STREAM_EDGE_...=53.2851, -6.5752, 490.1723, 47.9827, -6.5857, 489.7031
STREAM_EDGE_...=-192.6433, -4.9974, 816.1747, -185.6603, -5.2752, 810.8782

; spectator stand
STREAM_EDGE_...=-231.55, 4.23, 461.40, -244.27, 4.39, 577.44
STREAM_EDGE_...=-244.27, 2.56, 577.46, -247.70, 2.62, 608.73
STREAM_EDGE_...=-205.13, 7.54, 147.90, -227.18, 7.54, 367.15
STREAM_EDGE_...=-203.78, 8.72, 65.91, -207.14, 8.72, 95.37
STREAM_EDGE_...=-207.98, 8.72, 102.41, -211.36, 8.71, 131.93
STREAM_EDGE_...=-188.65, 7.94, -23.16, -196.16, 7.97, 51.50
STREAM_EDGE_...=37.8624, 0.2000, 836.9382, 29.7349, 0.1858, 916.8166

; Cars
STREAM_EDGE_...=-95.7845, 3.3566, -471.4225, -93.9307, 3.4060, -472.0541
STREAM_EDGE_...=-95.7845, 3.3566, -471.4225, -96.5658, 3.3251, -473.6043
STREAM_POINT_...=-130.5653, 6.2348, -492.7922
STREAM_POINT_...=-95.1169, 9.4560, -924.7384
STREAM_POINT_...=141.3915, 11.6685, -1130.3646
STREAM_POINT_...=641.5920, 11.3200, -1139.9530
STREAM_POINT_...=999.9125, 10.2063, -1288.2385
STREAM_POINT_...=1053.0643, 9.1269, -916.8897
STREAM_POINT_...=137.6549, 5.3432, -226.0234
STREAM_EDGE_...=-120.5320, 4.9066, -685.3973, -119.1793, 4.9158, -687.2660
STREAM_EDGE_...=-120.5320, 4.9066, -685.3973, -122.1607, 4.9046, -686.5751
STREAM_EDGE_...=702.2953, 7.9153, -1142.8584, 701.7329, 7.8885, -1140.9547
STREAM_EDGE_...=702.2953, 7.9153, -1142.8584, 704.5069, 7.8244, -1142.2227
STREAM_EDGE_...=1054.8553, 7.5494, -1255.4535, 1057.1650, 7.5805, -1255.4535
STREAM_EDGE_...=1054.8553, 7.5494, -1255.4535, 1054.8428, 7.5502, -1257.4413
STREAM_EDGE_...=138.3853, 2.8697, -261.1367, 137.4184, 2.8996, -262.8428
STREAM_EDGE_...=138.3853, 2.8697, -261.1367, 136.3917, 2.8433, -259.9821
STREAM_EDGE_...=-230.7848, -2.8092, 638.8142, -232.7949, -2.8301, 638.7188
STREAM_EDGE_...=-230.7848, -2.8092, 638.8142, -230.8832, -2.8158, 641.1114
STREAM_EDGE_...=-230.8832, -2.8158, 641.1114, -232.8614, -2.8227, 641.0747
STREAM_EDGE_...=-199.2672, -3.2029, 829.5090, -200.6895, -3.3957, 830.8860
STREAM_EDGE_...=-199.2672, -3.2029, 829.5090, -200.8637, -3.2554, 827.8212
STREAM_EDGE_...=-200.8637, -3.2554, 827.8212, -202.3106, -3.4293, 829.1760

; camera man
STREAM_EDGE_...=-123.6407, 1.4310, -603.0280, -119.6896, 1.4277, -602.7610
STREAM_EDGE_...=-123.5896, 1.4030, -605.0348, -119.5637, 1.3963, -604.7628
STREAM_EDGE_...=-119.5779, 1.5284, -604.6588, -119.6939, 1.5186, -602.8549

;;;

[CustomEmissive]
ACTIVE = 1
DESCRIPTION=ambulance lights blinking
MATERIALS=MB_Sprinter_2014
Resolution=1024,1024
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel=0, Start="768, 94", Size="94, 44"
@ = CustomEmissive_Rect, Channel=1, Start="916, 94", Size="98, 44"
@ = CustomEmissive_Circle, Channel=2, Start="490, 235", Size="25", Exponent=3
@ = CustomEmissive_Circle, Channel=3, Start="710, 232", Size="25", Exponent=3

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION=ambulance lights blinking
MATERIALS=MB_Sprinter_2014
KEY_...=ksEmissive
VALUE_...=2,0,255, 0.15
KEY_...=ksAlphaRef
VALUE_...=-193
CONDITION=AMBULANCE_BLUE

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION=ambulance lights blinking
MATERIALS=MB_Sprinter_2014
KEY_...=ksEmissive1
VALUE_...=255,0,2, 0.1
KEY_...=ksAlphaRef
VALUE_...=-193
CONDITION=AMBULANCE_RED

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION=ambulance front lights
MATERIALS=MB_Sprinter_2014
KEY_...=ksEmissive2
VALUE_...=255,255,255, 0.5
KEY_...=ksEmissive3
VALUE_...=255,255,255, 0.5
KEY_...=ksAlphaRef
VALUE_...=-193
CONDITION=NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE=1
VISIBILITY_LEVEL=1
DESCRIPTION=all ambulances
MATERIALS=MB_Sprinter_2014
OFFSET=0,0.7,0
DIRECTION=0,-1,0
SPOT=180
SPOT_SHARPNESS=0.5
RANGE=10
RANGE_GRADIENT_OFFSET=0.35
FADE_AT=500
FADE_SMOOTH=50
CLUSTER_THRESHOLD=20
DIFFUSE_CONCENTRATION=0.66
COLOR=212, 235, 255,0.05
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

; ambulance lights glowy blinky
[CONDITION_...]
NAME=AMBULANCE_BLUE
INPUT=ONE
DELAY=0
FLASHING_FREQUENCY=5
FLASHING_SMOOTHNESS=0.3
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1

; ambulance lights glowy blinky
[CONDITION_...]
NAME=AMBULANCE_RED
INPUT=ONE
DELAY=0
FLASHING_FREQUENCY=-5
FLASHING_SMOOTHNESS=0.3
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1

[SHADER_REPLACEMENT_...]
MATERIALS = fences2
BLEND_MODE = ALPHA_TEST
IS_TRANSPARENT = 0
 
Sorry, it's because in Monza when I remove the settings to see the original "groove" I also lose the effect of the wet floor.

This is Magione's:

; config was prepared automatically. source:
; https://github.com/ac-custom-shader...-config/blob/master/config/tracks/magione.ini
; config was prepared automatically. source:
; https://github.com/ac-custom-shader...-config/blob/master/config/tracks/magione.ini
; config was prepared automatically. source:
; https://github.com/ac-custom-shader...-config/blob/master/config/tracks/magione.ini
[ABOUT]
AUTHOR=unknown, leBluem, atrip3
VERSION=2.1
DATE_RELEASE=2021 feb 12
LIGHTS_COUNT=~90
NOTES=Rework

[INCLUDE]
INCLUDE=common/conditions.ini, common/custom_emissive.ini

[MODEL_REPLACEMENT_0]
FILE=magione.kn5
INSERT=magione__lights.kn5
INSERT_AFTER=Box080

[BOUNCED_LIGHT]
SUPPORTED=1
SURFACE_MATERIALS=asphalt?,grass,Box_mult,basement
OBJECT_MATERIALS = truck,flag?,jersey
OCCLUDING_MESHES=Box?,AC_CREW_0_LODB5,AC_CREW_0_LODB23

[SHADER_REPLACEMENT_...]
MATERIALS = wall-?,tyres
MESHES=Box153,Grail_HI_10
DOUBLE_FACE_SHADOW_BIASED = 1

[SHADER_REPLACEMENT_...]
MATERIALS=grass?,guardrails,matpole,sponsors,curb-shad
MESHES=tent?,Object488,Box?,Object187,Object085
PROP_...=ksAlphaRef,-193

[SHADER_REPLACEMENT_...]
MATERIALS=Trees,Trees_ext
SHADER= ksTree
PROP_...=ksAmbient,0.1
PROP_...=ksDiffuse,0.15

[SHADER_REPLACEMENT_...]
MATERIALS=sand_new
PROP_...=ksAmbient,0.35
PROP_...=ksDiffuse,0.35

[SHADER_REPLACEMENT_...]
MATERIALS=asphalt?,Box_mult,basement-external
PROP_...=ksAmbient,0.2
PROP_...=ksDiffuse,0.2
PROP_...=ksSpecular,0.1
PROP_...=ksSpecularEXP,6
PROP_...=sunSpecular,0.2
PROP_...=sunSpecularEXP,6
PROP_...=fresnelC,0
PROP_...=fresnelMaxLevel,0.15
PROP_...=fresnelEXP,15

[GRASS_FX]
GRASS_MATERIALS=grass-shad,grass-asp-sand--shad
SHAPE_CUT=1
SHAPE_TIDY=1
SHAPE_SIZE=0.8

[INCLUDE: common/materials_track.ini]
[Material_RoomWindows]
Meshes=Object121
RoomCeilingRotation = 120
[Material_DigitalScreen]
Materials = truck
MatrixType = TN
UseMultiMap = 1
GlitchEffect = 0.0
ScreenScale = 1024
ScreenAspectRatio = 0.5
UseAreaMask = 1
AreaMaskCenter = 431.1, 193
AreaMaskSize = 125, 98
AreaMaskTotalSize = 512, 256

[MATERIAL_ADJUSTMENT_0]
MESHES=Object121
KEY_0=ksEmissive
VALUE_0=1,1,1
CONDITION=NIGHT_SHARP
[Material_RoomWindows]
Meshes=Object002
DebugMode=0
RoomHeight=1.97
RoomCeilingRotation = 120
[MATERIAL_ADJUSTMENT_1]
MESHES=Object002
KEY_0=ksEmissive
VALUE_0=1,1,1
CONDITION=NIGHT_SHARP

;Lights
[LIGHT_SERIES_0]
MATERIALS=matlit
RANGE_GRADIENT_OFFSET=0
SPOT=0
RANGE=30
DIFFUSE_CONCENTRATION=1
COLOR=210,190,150,0.1
CONDITION=NIGHT_SHARP

[MATERIAL_ADJUSTMENT_2]
MATERIALS=matlit
KEY_0=ksEmissive
VALUE_0=210,190,150
CONDITION=NIGHT_SHARP

[LIGHT_SERIES_1]
MATERIALS=magpits
CLUSTER_THRESHOLD=2
SPOT=180
COLOR=1,0.9,0.8,10
RANGE=15
RANGE_GRADIENT_OFFSET=0
DIFFUSE_CONCENTRATION=1
CONDITION=NIGHT_SHARP

[MATERIAL_ADJUSTMENT_3]
MATERIALS=magpits
KEY_0=ksEmissive
VALUE_0=1,0.9,0.1,20
CONDITION=NIGHT_SHARP

[Material_DistantEmissive]
Materials=matlit
Meshes=maglit
FloodlightPower = 2
DistanceMult_v2 = 0.0
DotBrightnessCenter_v2 = 2.5
DistantGlowHeightMult_v2 = 0.65

;Seasonal Stuff
#Autumn
[MATERIAL_ADJUSTMENT_4]
ACTIVE=1
MATERIALS=grass?,curb-shad
KEY_0=seasonAutumn
VALUE_0=0.5
CONDITION=SEASON_AUTUMN_NORTH
[MATERIAL_ADJUSTMENT_5]
ACTIVE=1
MATERIALS=Trees,Trees_ext
KEY_0=seasonAutumn
VALUE_0=1
CONDITION=SEASON_AUTUMN_NORTH

#Winter
[MATERIAL_ADJUSTMENT_6]
ACTIVE=1
MATERIALS=grass?,curb-shad
KEY_0=seasonWinter
VALUE_0=0.5
VALUE_0_OFF=ORIGINAL
CONDITION = SEASON_WINTER_NORTH

[MATERIAL_ADJUSTMENT_7]
ACTIVE=1
MATERIALS=Trees,sand_new,basement-external,Trees_ext,external
KEY_0=seasonWinter
VALUE_0=0.5
VALUE_0_OFF=ORIGINAL
CONDITION = SEASON_WINTER_NORTH

[MATERIAL_ADJUSTMENT_...]
ACTIVE=1
MATERIALS=Trees,sand_new,basement-external,Trees_ext,external
KEY_0=seasonSummer
VALUE_0=0.5
VALUE_0_OFF=ORIGINAL
CONDITION=SEASON_SUMMER_NORTH

#Summer
[MATERIAL_ADJUSTMENT_8]
ACTIVE=1
MATERIALS=grass?,curb-shad
KEY_0=seasonSummer
VALUE_0=0.5
VALUE_0_OFF=ORIGINAL
CONDITION=SEASON_SUMMER_NORTH
[MATERIAL_ADJUSTMENT_9]
MATERIALS=Trees,basement-external,Trees_ext,external
KEY_0=seasonSummer
VALUE_0=0.5
VALUE_0_OFF=ORIGINAL
CONDITION=SEASON_SUMMER_NORTH

;;;

[CustomEmissive]
DESCRIPTION = ambulance lights blinking
Materials = MB_Sprinter_2014
Resolution = 1024,1024
SHADER=ksPerPixelMultiMap_emissive
@ = CustomEmissive_Rect, Channel = 0, Start = "763.4, 94.9", Size = "101.6, 43.8"
@ = CustomEmissive_Rect, Channel = 1, Start = "914.2, 94.9", Size = "105.2, 45"
@ = CustomEmissive_Circle, Channel = 2, Start = "490, 235", Size = "25", Exponent = 3
@ = CustomEmissive_Circle, Channel = 3, Start = "710, 232", Size = "25", Exponent = 3

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION = ambulance lights blinking
MATERIALS = MB_Sprinter_2014
KEY_... = ksEmissive
VALUE_... = 255,255,255, 0.15
KEY_... = ksAlphaRef
VALUE_... = -193
CONDITION = AMBULANCE_BLUE

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION = ambulance lights blinking
MATERIALS = MB_Sprinter_2014
KEY_... = ksEmissive1
VALUE_... = 255,255,255, 0.1
KEY_... = ksAlphaRef
VALUE_... = -193
CONDITION = AMBULANCE_RED

[MATERIAL_ADJUSTMENT_...]
DESCRIPTION = ambulance front lights
MATERIALS = MB_Sprinter_2014
KEY_... = ksEmissive2
VALUE_... = 255,255,255, 0.5
KEY_... = ksEmissive3
VALUE_... = 255,255,255, 0.5
KEY_... = ksAlphaRef
VALUE_... = -193
CONDITION = NIGHT_SMOOTH

[LIGHT_SERIES_...]
ACTIVE=1
VISIBILITY_LEVEL=1
DESCRIPTION=all ambulances
MATERIALS = MB_Sprinter_2014
OFFSET=0,0.7,0
DIRECTION=0,-1,0
SPOT=180
SPOT_SHARPNESS=0.5
RANGE=10
RANGE_GRADIENT_OFFSET=0.35
FADE_AT=500
FADE_SMOOTH=50
CLUSTER_THRESHOLD=20
DIFFUSE_CONCENTRATION=0.66
COLOR=212, 235, 255,0.05
COLOR_OFF=0
CONDITION=NIGHT_SMOOTH

; ambulance lights glowy blinky
[CONDITION_...]
NAME=AMBULANCE_BLUE
INPUT=ONE
DELAY=0
FLASHING_FREQUENCY=5
FLASHING_SMOOTHNESS=0.3
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
LUT=(|0=0,0,1|0.5=0,0,1|0.51=1,0,0|0.999=1,0,0|1=0,0,1)

; ambulance lights glowy blinky
[CONDITION_...]
NAME=AMBULANCE_RED
INPUT=ONE
DELAY=0
FLASHING_FREQUENCY=-5
FLASHING_SMOOTHNESS=0.3
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
LUT=(|0=1,0,0|0.5=1,0,0|0.51=1,0,0|0.999=1,0,0|1=1,0,0)

;;;

[DISPLAY_...]
MESHES=carratt010
REGION_START = 735, 288 ; display position on texture, in pixels
REGION_SIZE = 253, 198 ; display size on texture, in pixels
; Update and rendering options
HIGH_REFRESH_RATE = 1 ; high refresh rate (enabled by default; 30 FPS with this option on, 15 FPS without)
FLIP_X = 1 ; change to 1 to flip output on X axis (mainly for strange UV mapping)
FLIP_Y = 1 ; change to 1 to flip output on Y axis (mainly for strange UV mapping)
; Color corrections:
OUTPUT_ALPHA = 1 ; alpha channel value for display area
OUTPUT_GAMMA = 0.55 ; gamma correction, reduce to make darker areas even darker
OUTPUT_SATURATION = 1.0 ; saturation correction
OUTPUT_BRIGHTNESS = 1.0 ; brightness correction
OUTPUT_FISH_EYE = 0.0 ; increase to add lens distortion effect
OUTPUT_VIGNETTE = 0.0 ; increase to darken corners
OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration
MODE = CAMERA
CAMERA_0 =-172.5984, 10.753, -377.0706
CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car
CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement
CAMERA_0_FOV = 20

[DISPLAY_...]
MESHES=carratt008
REGION_START = 735, 288 ; display position on texture, in pixels
REGION_SIZE = 253, 198 ; display size on texture, in pixels
; Update and rendering options
HIGH_REFRESH_RATE = 1 ; high refresh rate (enabled by default; 30 FPS with this option on, 15 FPS without)
FLIP_X = 1 ; change to 1 to flip output on X axis (mainly for strange UV mapping)
FLIP_Y = 1 ; change to 1 to flip output on Y axis (mainly for strange UV mapping)
; Color corrections:
OUTPUT_ALPHA = 1 ; alpha channel value for display area
OUTPUT_GAMMA = 0.55 ; gamma correction, reduce to make darker areas even darker
OUTPUT_SATURATION = 1.0 ; saturation correction
OUTPUT_BRIGHTNESS = 1.0 ; brightness correction
OUTPUT_FISH_EYE = 0.0 ; increase to add lens distortion effect
OUTPUT_VIGNETTE = 0.0 ; increase to darken corners
OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration
MODE = CAMERA
CAMERA_0 =144.2799, 10.1988, 396.4495
CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car
CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement
CAMERA_0_FOV = 20

[DISPLAY_...]
MESHES=carratt009
REGION_START = 735, 288 ; display position on texture, in pixels
REGION_SIZE = 253, 198 ; display size on texture, in pixels
; Update and rendering options
HIGH_REFRESH_RATE = 1 ; high refresh rate (enabled by default; 30 FPS with this option on, 15 FPS without)
FLIP_X = 1 ; change to 1 to flip output on X axis (mainly for strange UV mapping)
FLIP_Y = 1 ; change to 1 to flip output on Y axis (mainly for strange UV mapping)
; Color corrections:
OUTPUT_ALPHA = 1 ; alpha channel value for display area
OUTPUT_GAMMA = 0.55 ; gamma correction, reduce to make darker areas even darker
OUTPUT_SATURATION = 1.0 ; saturation correction
OUTPUT_BRIGHTNESS = 1.0 ; brightness correction
OUTPUT_FISH_EYE = 0.0 ; increase to add lens distortion effect
OUTPUT_VIGNETTE = 0.0 ; increase to darken corners
OUTPUT_CHROMATIC_ABERRATION = 0.0 ; increase to add that nasty chromatic aberration
MODE = CAMERA
CAMERA_0 =-2.7892, 10.4355, -39.2198
CAMERA_0_TARGET = FOCUSED_CAR ; instead of fixed point, uses closes car
CAMERA_0_TARGET_INERTIA = 0.1 ; camera inertia for smoother movement
CAMERA_0_FOV = 20

[SHADER_REPLACEMENT_...]
MATERIALS=grass-shad,grass-asp-sand--shad,external
PROP_...=ksAmbient,0.250
PROP_...=ksDiffuse,0.2

[SHADER_REPLACEMENT_...]
MATERIALS=guardrails,sponsors
DOUBLE_FACE_SHADOW_BIASED=1
 
Last edited:
Code:
[SHADER_REPLACEMENT_...]
MATERIALS=asphalt?,Box_mult,basement-external
PROP_...=ksAmbient,0.2
PROP_...=ksDiffuse,0.2
PROP_...=ksSpecular,0.1
PROP_...=ksSpecularEXP,6
PROP_...=sunSpecular,0.2
PROP_...=sunSpecularEXP,6
PROP_...=fresnelC,0
PROP_...=fresnelMaxLevel,0.15
PROP_...=fresnelEXP,15
Delete this one, it's making the asphalt way darker so the marks don't stand out.
 
Last edited:
I don’t understand a lot of the CSP config, so to be honest I’ve taken to just manually editing the environment textures when I have come across weird visuals.
 
Last edited:
Code:
[SHADER_REPLACEMENT_...]
MATERIALS=asphalt?,Box_mult,basement-external
PROP_...=ksAmbient,0.2
PROP_...=ksDiffuse,0.2
PROP_...=ksSpecular,0.1
PROP_...=ksSpecularEXP,6
PROP_...=sunSpecular,0.2
PROP_...=sunSpecularEXP,6
PROP_...=fresnelC,0
PROP_...=fresnelMaxLevel,0.15
PROP_...=fresnelEXP,15
Delete this one, it's making the asphalt way darker so the marks don't stand out.
Thanks, that worked!

Update: ... for a moment haha.

I was running at different daytime and in some cases the asphalt looked white.
 
Last edited:

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