// To use this template:
// Rename WildBlueIndustries/Blueshift/FX/Waterfall/ftlWarpField.cfg to WildBlueIndustries/Blueshift/FX/Waterfall/ftlWarpField.txt
// Rename THIS file from the .txt extension to the .cfg extension.
// Restart KSP.
EFFECTTEMPLATE
{
	templateName = ftlWarpField
	EFFECT
	{
		name = warpField
		parentName = genericWarpEngine
		MODEL
		{
			path = WildBlueIndustries/Blueshift/FX/Waterfall/warpField
			positionOffset = 0,0,0
			rotationOffset = 90,0,0
			scaleOffset = 2500,2500,2500
			MATERIAL
			{
				transform = warpField
				shader = Waterfall/Additive Directional
				randomizeSeed = True
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx-noise-2
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.678431392,0.784313738,0.913725495,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 0.941176474,0.0627451017,0.0627451017,1
				}
				FLOAT
				{
					floatName = _TintFalloff
					value = 0.480277032
				}
				FLOAT
				{
					floatName = _Falloff
					value = 0.75
				}
				FLOAT
				{
					floatName = _Fresnel
					value = 0
				}
				FLOAT
				{
					floatName = _FresnelInvert
					value = 0
				}
				FLOAT
				{
					floatName = _Noise
					value = 1
				}
				FLOAT
				{
					floatName = _Brightness
					value = 1
				}
				FLOAT
				{
					floatName = _SpeedY
					value = 3
				}
				FLOAT
				{
					floatName = _TileX
					value = 10
				}
				FLOAT
				{
					floatName = _TileY
					value = 1
				}
			}
		}
		FLOATMODIFIER
		{
			name = fieldSpeed
			controllerName = warpEffectController
			transformName = warpField
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _SpeedY
			floatCurve
			{
				key = 0 0 0 0
				key = 0.4 1.5 0 0
				key = 0.5 3 0 0
				key = 1 9 0 0
			}
		}
		FLOATMODIFIER
		{
			name = fieldAlpha
			controllerName = warpEffectController
			transformName = warpField
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 0.5 1 0 0
				key = 1 1 0 0
			}
		}
	}
}