# Graphical culture is connected to the looks used for ships and cities
# Setting fallback will allow the game to try and use another culture if the asset is missing
# Culture is scripted for species classes, see "common/species_classes/" and "graphical_culture = xxx"
#gfxculture avian_01

mammalian_01 = {

	ship_lighting = {
		cam_light_1_dir = { 1.0 0.0 0.5 }
		cam_light_2_dir = { -0.5 0.2 0.0 }
		cam_light_3_dir = { 0.5 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 1.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

reptilian_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 1.0 0.0 0.5 }
		cam_light_2_dir = { -0.5 0.2 0.0 }
		cam_light_3_dir = { 0.5 -1.0 0.0 }

		intensity_near = 1.0	# Amount of light when near
		intensity_far = 1.0		# Amount when far away
		near_value = 700		# Near threshold
		far_value = 4000		# Far threshold
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 30.0
	}
}

avian_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 -0.3 0.0 }
		cam_light_2_dir = { -0.6 -0.3 0.0 }
		cam_light_3_dir = { 0.0 0.0 1.0 }

		#cam_light_1_dir = { 0.5 -0.2 0.1 }
		#cam_light_2_dir = { -0.4 0.0 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }

		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		ambient_near = 0.5
		ambient_far = 100.0
	}
}

molluscoid_01 = {
	fallback = mammalian_01
	ship_lighting = {
		
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 3.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99

		ambient_near = 0.0
		ambient_far = 50.0
		

	}
}

fungoid_01 = {
	fallback = mammalian_01
	ship_lighting = {

		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 100
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 10.0
	}
}

arthropoid_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.6 -0.2 0.1 }
		cam_light_2_dir = { -0.4 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 -0.1 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 0.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 150.0
	}
}

pirate_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.5 -0.2 0.1 }
		cam_light_2_dir = { -0.4 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 0.8	0.0 0.2 }
		#cam_light_2_dir = { -0.8 0.0 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.2
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

ai_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 1.0 0.0 0.5 }
		cam_light_2_dir = { -0.5 0.2 0.0 }
		cam_light_3_dir = { 0.5 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 1.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

fallen_empire_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

fallen_empire_02 = {
	fallback = fallen_empire_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

fallen_empire_03 = {
	fallback = fallen_empire_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

swarm_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

extra_dimensional_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

industrial_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 100
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

preindustrial_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}

ancient_drone_01 = {
	fallback = mammalian_01
	ship_lighting = {
		cam_light_1_dir = { 0.4 0.0 0.0 }
		cam_light_2_dir = { -0.5 0.0 0.0 }
		cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		#cam_light_1_dir = { 1.0 0.0 0.5 }
		#cam_light_2_dir = { -0.5 -0.2 0.0 }
		#cam_light_3_dir = { 0.4 -1.0 0.0 }
		
		intensity_near = 1.0
		intensity_far = 5.0
		near_value = 700
		far_value = 4000
		rim_start_near = 0.5
		rim_stop_near = 0.99
		rim_start_far = 0.3
		rim_stop_far = 0.99
		#rim_start_far = 1.5
		#rim_stop_far = 2.0
		ambient_near = 0.1
		ambient_far = 50.0
	}
}