Tracks – Area map - ac-custom-shaders-patch/acc-extension-config GitHub Wiki

For some extra effects, CSP keeps takes a shot of a track around the camera, in particular, track height, surface color and occlusion. With that information, it’s possible to:

  • Collide particles with track surface, walls and other geometry;
  • Precisely align skidmarks and static tyre marks along track surface, even if physics surface is not aligned that well;
  • Make sure dust particles and skidmarks match the color of underlying surface;
  • Take occlusion into account when drawing skidmarks inside tunnels;
  • Align dynamic (Lua-driven) track lines along the surface as well;
  • And more.

To configure these maps explicitly, add:

[AREA_HEIGHT_MAP]
GEOMETRY_MATERIALS=…
GEOMETRY_MESHES=…
COLOR_MATERIALS=…
COLOR_MESHES=…

GEOMETRY_… ones are used for heightmap and occlusion samping, and COLOR_… ones are for coloring smoke, particles and skidmarks, so generally I’d advice to put grass, dirt, sand and such to COLOR, and all other meshes cars might possibly be over to GEOMETRY. For example, don’t put curbs as COLOR, or you might get red smoke going off them (although, CSP will filter out color in an extra step to be safe).

By default, CSP uses bounced light geometry as GEOMETRY, and grass and puddles as COLOR, and usually it should be working well. Just make sure bounced light geometry is configured correctly, and please don’t just use a SURFACE_MATERIALS=? unless your track is extra simple.

Since 0.3.0-preview331, there is a tool available on Objects Inspector you can use to verify those maps.