The 'official' lighting documentation is an example .ini file here:
https://github.com/ac-custom-shaders-patch/acc-extension-config/blob/master/_doc_config_tracks.ini
I managed to get a flashing light on top of a radio tower with this config:
assettocorsa\extension\config\tracks\summit_road.ini:
Code:
[LIGHTING]
SPECULAR_MULT = 0.2
CAR_LIGHTS_LIT_MULT = 1
LIT_MULT = 1
[INCLUDE]
INCLUDE=common/conditions.ini
[MATERIAL_ADJUSTMENT_0]
ACTIVE=1
DESCRIPTION=Light at top of Sugarloaf
MATERIALS=SugarLoafLight
KEY_0=ksEmissive
VALUE_0=255,0,0,2
VALUE_0_OFF=0, 0, 0
CONDITION=BLINK1
RANGE=25000
[CONDITION_0]
NAME=BLINK1
INPUT=ONE
FLASHING_FREQUENCY=2
FLASHING_SMOOTHNESS=0.4
FLASHING_SKIP_OFF_STATE=0
FLASHING_NOISE_AMPLITUDE=0
FLASHING_MIN_VALUE=0.0
FLASHING_SYNCED=1
Lighting seems to be applied either as a material adjustment, or by whole objects being turned into a light source. "SugarLoafLight" was the name of the material assigned to the object's faces in blender here.
Lights are a bit weird though, the draw distance is too small, they attenuate-out at a few hundred meters to 2-3km at best. Not a problem for most tracks but totally ruins my plans for summit road to light up towns, streets and Christchurch city using GIS data :-/
PS
@Pixelchaser thanks but I traced the track-too-dark issue to an issue with sol (rather than custom shaders, oops).
Sol introduces a thick, dark fog even in clear weather, which probably goes unnoticed on tracks with a radius or scene visibility <10km. But it's a "feature" and not a bug.. adjustments to the fog are made in sol__track_adaptions.lua -- I found the parameters below (IMHO) provide more realistic look:
Code:
ta_fog_level, ta_fog_blend, ta_fog_distance = 0.5, 0.5, 2.0