// Modification of the "waterfall-hydrolox-upper-1" template by Zorg.
// Added "positionShift" effects to account for throttle-controlled nozzle extension
// of the RL-10B in ShadowWorks.

EFFECTTEMPLATE
{
	templateName = waterfall-hydrolox-upper-variable-nozzle
	EFFECT
	{
		name = shockMain
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0.5
			rotationOffset = -90,0,0
			scaleOffset = 0.150000006,0.699999988,0.150000006
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-2
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.525971115,0.549019635,0.960784316,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.483706385,0.326452047,0.342921495,1
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = -2.6688931
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 1.58444667
				}
				FLOAT
				{
					floatName = _TileX
					value = 1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 1.3144424
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 1.61222053
				}
				FLOAT
				{
					floatName = _Brightness
					value = 4
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 0
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 70
				}
				FLOAT
				{
					floatName = _Noise
					value = 3
				}
				FLOAT
				{
					floatName = _TileY
					value = 0.200000003
				}
				FLOAT
				{
					floatName = _FalloffStart
					value = 0
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 0
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 1.79999995
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = 0.604443848
				}
				FLOAT
				{
					floatName = _ExpandSquare
					value = 0
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 1
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.0657221228
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.501110971
				}
			}
		}
		POSITIONMODIFIER
		{
			name = tPos
			controllerName = throttle
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = 0 0.2 0 0
				key = 1 0.5 0 0
			}
		}
		POSITIONMODIFIER
		{
			name = randPos
			controllerName = random
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = 0 1 0 0
				key = 1 0.8 0 0
			}
		}
		FLOATMODIFIER
		{
			name = brightnessThrottle
			controllerName = throttle
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = aFresnel
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Fresnel
			floatCurve
			{
				key = 0 0.5 0 0
				key = 1 1.8 0 0
			}
		}
		FLOATMODIFIER
		{
			name = tiley
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _TileY
			floatCurve
			{
				key = 0 0.5 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = aBrightness
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0.7 0 0 0
				key = 0.8 1 0 0
			}
		}
		POSITIONMODIFIER
		{
			name = positionShift
			controllerName = throttle
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = 0 0 0 0
				key = 1 1.5 0 0
			}
		}
	}
	EFFECT
	{
		name = plume2
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = -90,0,0
			scaleOffset = 0.49000001,20,0.49000001
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-2
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.188235298,0.400000006,0.486274511,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.200000003,0.200000003,1,1
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = -5.5
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 3
				}
				FLOAT
				{
					floatName = _TileX
					value = 1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.272500366
				}
				FLOAT
				{
					floatName = _Brightness
					value = 4
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 0
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 70
				}
				FLOAT
				{
					floatName = _Noise
					value = 3
				}
				FLOAT
				{
					floatName = _TileY
					value = 0.200000003
				}
				FLOAT
				{
					floatName = _FalloffStart
					value = 0
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 0
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 2.55777383
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = 0.200000003
				}
				FLOAT
				{
					floatName = _ExpandSquare
					value = 3.5
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 1
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.11688935
				}
			}
		}
		FLOATMODIFIER
		{
			name = aExpandBound
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandBounded
			floatCurve
			{
				key = 0 20 0 0
				key = 0.2 15 0 0
				key = 0.5 10 0 0
				key = 0.7 2 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = brightnessThrottle
			controllerName = throttle
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = aFresnel
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Fresnel
			floatCurve
			{
				key = 0 0.5 0 0
				key = 1 7 0 0
			}
		}
		FLOATMODIFIER
		{
			name = atmoFalloff
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Falloff
			floatCurve
			{
				key = 0 70 0 0
				key = 0.2 50 0 0
				key = 0.7 30 0 0
				key = 1 30 0 0
			}
		}
		FLOATMODIFIER
		{
			name = fadein
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _FadeIn
			floatCurve
			{
			}
		}
		FLOATMODIFIER
		{
			name = tiley
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _TileY
			floatCurve
			{
				key = 0 0.5 0 0
				key = 1 1 0 0
			}
		}
		POSITIONMODIFIER
		{
			name = positionShift
			controllerName = throttle
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = 0 0 0 0
				key = 1 0.85 0 0
			}
		}
	}
	EFFECT
	{
		name = plume2-2
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = -90,0,0
			scaleOffset = 0.5,20,0.5
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-2
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.200000003,0.200000003,0.501960814,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.43921569,0.43921569,0.627451003,1
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = -5.5
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 3
				}
				FLOAT
				{
					floatName = _TileX
					value = 1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 1.03083253
				}
				FLOAT
				{
					floatName = _Brightness
					value = 4
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 0
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 70
				}
				FLOAT
				{
					floatName = _Noise
					value = 1.93833482
				}
				FLOAT
				{
					floatName = _TileY
					value = 0.200000003
				}
				FLOAT
				{
					floatName = _FalloffStart
					value = 0
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 0
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 2.3561101
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = 0.200000003
				}
				FLOAT
				{
					floatName = _ExpandSquare
					value = 3.5
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 1
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.11688935
				}
			}
		}
		FLOATMODIFIER
		{
			name = aExpandBound
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandBounded
			floatCurve
			{
				key = 0 20 0 0
				key = 0.2 15 0 0
				key = 0.5 10 0 0
				key = 0.7 2 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = brightnessThrottle
			controllerName = throttle
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = aFresnel
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Fresnel
			floatCurve
			{
				key = 0 0.5 0 0
				key = 1 1.8 0 0
			}
		}
		FLOATMODIFIER
		{
			name = atmoFalloff
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Falloff
			floatCurve
			{
				key = 0 30 0 0
				key = 0.2 20 0 0
				key = 0.7 20 0 0
				key = 1 30 0 0
			}
		}
		FLOATMODIFIER
		{
			name = fadein
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _FadeIn
			floatCurve
			{
			}
		}
		FLOATMODIFIER
		{
			name = tiley
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _TileY
			floatCurve
			{
				key = 0 0.5 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = noiseAtmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = 
			floatCurve
			{
				key = 0 4 0 0
				key = 0.5 3 0 0
				key = 1 2 0 0
			}
		}
		FLOATMODIFIER
		{
			name = brightAtmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 1 0 0
				key = 0.7 0.5 0 0
				key = 1 0.3 0 0
			}
		}
		POSITIONMODIFIER
		{
			name = positionShift
			controllerName = throttle
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = 0 0 0 0
				key = 1 0.85 0 0
			}
		}
	}
	EFFECT
	{
		name = plume1
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = -90,0,0
			scaleOffset = 0.589999974,12,0.589999974
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-1
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.670588255,0.670588255,0.933333337,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.494117647,0.494117647,0.654901981,1
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.300000012
				}
				FLOAT
				{
					floatName = _Falloff
					value = 5.5
				}
				FLOAT
				{
					floatName = _Noise
					value = 4.5
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 0
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 0
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.465110391
				}
				FLOAT
				{
					floatName = _TileY
					value = 2
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 115.255371
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 0
				}
				FLOAT
				{
					floatName = _Brightness
					value = 1.05277741
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 3.13443947
				}
				FLOAT
				{
					floatName = _TileX
					value = 2
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0.202221885
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 116.277603
				}
				FLOAT
				{
					floatName = _ExpandSquare
					value = 0
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 0
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = 0
				}
			}
		}
		SCALEMODIFIER
		{
			name = scaleAtmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
				key = 0 1 0 0
				key = 1 1 0 0
			}
			yCurve
			{
				key = 0 2 0 0
				key = 1 0.6 0 0
			}
			zCurve
			{
				key = 0 1 0 0
				key = 1 1 0 0
			}
		}
		COLORMODIFIER
		{
			name = startTintAtmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			colorName = _StartTint
			rCurve
			{
				key = 0 0 0 0
				key = 0.7 1 0 0
			}
			gCurve
			{
				key = 0 0 0 0
				key = 0.7 0.3 0 0
			}
			bCurve
			{
				key = 0 0 0 0
				key = 0.7 0.3 0 0
			}
			aCurve
			{
				key = 0 255 0 0
				key = 1 255 0 0
			}
		}
		COLORMODIFIER
		{
			name = endTintAtmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			colorName = 
			rCurve
			{
			}
			gCurve
			{
			}
			bCurve
			{
			}
			aCurve
			{
			}
		}
		FLOATMODIFIER
		{
			name = brightnessThrottle
			controllerName = throttle
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = brightnessAtmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0.5 0 0
				key = 1 0.9 0 0
			}
		}
		FLOATMODIFIER
		{
			name = spreadAtmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 1 0 0
				key = 0.7 1 0 0
				key = 1 0.5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = falloffatmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = True
			randomnessController = random
			randomnessScale = 0.0500000007
			floatName = _Falloff
			floatCurve
			{
				key = 0 25 0 0
				key = 0.5 10 0 0
				key = 1 5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = noiseAtmo
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Noise
			floatCurve
			{
				key = 0 4 0 0
				key = 1 4 0 0
			}
		}
		FLOATMODIFIER
		{
			name = aBounding
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandBounded
			floatCurve
			{
				key = 0 15 0 0
				key = 0.2 10 0 0
				key = 0.5 4 0 0
				key = 0.7 0 0 0
				key = 1 -0.7 0 0
			}
		}
		POSITIONMODIFIER
		{
			name = positionShift
			controllerName = throttle
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = 0 0 0 0
				key = 1 0.85 0 0
			}
		}
	}
	EFFECT
	{
		name = throttleFX
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = -90,0,0
			scaleOffset = 1,6,1
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-1
					textureScale = 2,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.894117653,0.501960814,0.243137255,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.449999988
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 1.21333146
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.657221198
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 2.12332988
				}
				FLOAT
				{
					floatName = _Falloff
					value = 7.78554344
				}
				FLOAT
				{
					floatName = _Noise
					value = 3.79166079
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.970665157
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 7.0777669
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 30
				}
				FLOAT
				{
					floatName = _TileY
					value = 3
				}
				FLOAT
				{
					floatName = _TileX
					value = 2
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = 1.71888626
				}
			}
		}
		SCALEMODIFIER
		{
			name = tScale
			controllerName = throttle
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
				key = 0 1.1 0 0
				key = 1 1.1 0 0
			}
			yCurve
			{
				key = 0 5 0 0
				key = 0.1 20 0 0
				key = 1 20 0 0
			}
			zCurve
			{
				key = 0 1.1 0 0
				key = 1 1.1 0 0
			}
		}
		SCALEMODIFIER
		{
			name = aScale
			controllerName = atmosphereDepth
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
				key = 0 1 0 0
				key = 1 1 0 0
			}
			yCurve
			{
				key = 0 0.5 0 0
				key = 0.4 1 0 0
			}
			zCurve
			{
				key = 0 1 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = BrightnessT
			controllerName = throttle
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 0.01 0.7 0 0
				key = 0.2 2 0 0
				key = 0.45 0 0 0
			}
		}
		FLOATMODIFIER
		{
			name = BrightnessATM
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0.5 0.5 0 0
				key = 1 1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = aExpandLin
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 12 0 0
				key = 0.4 6 0 0
				key = 0.7 0.5 0 0
			}
		}
		FLOATMODIFIER
		{
			name = aFalloff
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Falloff
			floatCurve
			{
				key = 0 15 0 0
				key = 1 20 0 0
			}
		}
	}
	EFFECT
	{
		name = distort
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0,0,0
			rotationOffset = -90,0,0
			scaleOffset = 2,9,2
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Distortion (Dynamic)
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _DistortionTex
					texturePath = Waterfall/FX/fx-noise-1
					textureScale = 1,1
					textureOffset = 0,0
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 1.06166506
				}
				FLOAT
				{
					floatName = _Blur
					value = 5
				}
				FLOAT
				{
					floatName = _Swirl
					value = 1.91611552
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 0.40444386
				}
				FLOAT
				{
					floatName = _Highlight
					value = 0
				}
				FLOAT
				{
					floatName = _Strength
					value = 0.176944166
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.505554795
				}
				FLOAT
				{
					floatName = _Falloff
					value = 0
				}
				FLOAT
				{
					floatName = _TileX
					value = 4
				}
				FLOAT
				{
					floatName = _TileY
					value = 1.89583051
				}
				FLOAT
				{
					floatName = _SpeedX
					value = 47.4888229
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 13.1444244
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0.0758332163
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.0353888348
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 0.116277598
				}
			}
		}
		SCALEMODIFIER
		{
			name = aScale
			controllerName = atmosphereDepth
			transformName = Waterfall/FX/fx-cylinder(Clone)
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
				key = 0 1 0 0
				key = 1 1.2 0 0
			}
			yCurve
			{
				key = 0 8 0 0
				key = 1 8 0 0
			}
			zCurve
			{
				key = 0 1 0 0
				key = 1 1.2 0 0
			}
		}
		FLOATMODIFIER
		{
			name = alinGrow
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _ExpandLinear
			floatCurve
			{
				key = 0 7 0 0
				key = 0.5 3 0 0
				key = 0.7 1 0 0
				key = 1 0 0 0
			}
		}
		FLOATMODIFIER
		{
			name = tStrength
			controllerName = throttle
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Strength
			floatCurve
			{
				key = 0 0 0 0
				key = 0.01 0.1 0 0
			}
		}
		FLOATMODIFIER
		{
			name = aStrength
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Strength
			floatCurve
			{
				key = 0 0 0 0
				key = 0.2 0.5 0 0
				key = 1 1 0 0
			}
		}
	}
	EFFECT
	{
		name = engineLight
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-point-light
			positionOffset = 0,0,0.5
			rotationOffset = 0,0,0
			scaleOffset = 1,1,1
			LIGHT
			{
				transform = Light
				intensity = 1.09522283
				range = 4
				lightType = Point
				color = 0.121568628,0.301960796,0.501960814,1
				angle = 0
			}
		}
		LIGHTFLOATMODIFIER
		{
			name = tBright
			controllerName = throttle
			transformName = Light
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = Intensity
			floatCurve
			{
				key = 0 0 0 0
				key = 0.01 0.1 0 0
				key = 1 3 0 0
			}
		}
		LIGHTFLOATMODIFIER
		{
			name = rBright
			controllerName = random
			transformName = Light
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = Intensity
			floatCurve
			{
				key = 0 0.7 0 0
				key = 1 1.2 0 0
			}
		}
		LIGHTCOLORMODIFIER
		{
			name = aColour
			controllerName = atmosphereDepth
			transformName = Light
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			colorName = _Main
			rCurve
			{
				key = 0.5 0.1 0 0
				key = 0.7 0.9 0 0
			}
			gCurve
			{
				key = 0.5 0.3 0 0
				key = 1 0.3 0 0
			}
			bCurve
			{
				key = 0.5 0.5 0 0
				key = 0.7 0.3 0 0
			}
			aCurve
			{
			}
		}
	}
	EFFECT
	{
		name = innerGlow
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-sharp-plane
			positionOffset = 0,0,0
			rotationOffset = 90,0,0
			scaleOffset = 1.79999995,1.70000005,1.79999995
			MATERIAL
			{
				transform = PlaneMesh
				shader = Waterfall/Additive Directional
				randomizeSeed = True
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.188235298,0.152941182,0.152941182,1
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.396078438,0.572549045,0.886274517,1
				}
				FLOAT
				{
					floatName = _Falloff
					value = 0.758332133
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 10
				}
			}
		}
		FLOATMODIFIER
		{
			name = tBright
			controllerName = throttle
			transformName = PlaneMesh
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 0.01 0.5 0 0
				key = 1 1 0 0
			}
		}
		POSITIONMODIFIER
		{
			name = positionShift
			controllerName = throttle
			transformName = Waterfall/FX/fx-sharp-plane(Clone)
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			xCurve
			{
			}
			yCurve
			{
			}
			zCurve
			{
				key = 0 0 0 0
				key = 1 0.85 0 0
			}
		}
	}
	EFFECT
	{
		name = throttleLight
		parentName = thrustTransform
		MODEL
		{
			path = Waterfall/FX/fx-point-light
			positionOffset = 0,0,0
			rotationOffset = 0,0,0
			scaleOffset = 1,1,1
			LIGHT
			{
				transform = Light
				intensity = 1
				range = 5
				lightType = Point
				color = 0.752941191,0.456875116,0.199038148,1
				angle = 0
			}
		}
		LIGHTFLOATMODIFIER
		{
			name = tBright
			controllerName = throttle
			transformName = Light
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = Intensity
			floatCurve
			{
				key = 0 0 0 0
				key = 0.01 0.1 0 0
				key = 0.2 2 0 0
				key = 0.4 0 0 0
			}
		}
	}
}
