EFFECTTEMPLATE
{
  templateName = template-nfp-vasimr-xenon-1
  EFFECT
  {
    name = mpdtFXPlume
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-0.400000006
      rotationOffset = -90,0,0
      scaleOffset = 0.0299999993,10,0.0299999993
      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 = 0.0470588244,0.304186732,0.90196079,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.0784313753,0.446944773,0.913725495,1
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 0.707776725
        }
        FLOAT
        {
          floatName = _Falloff
          value = 5.8644352
        }
        FLOAT
        {
          floatName = _FadeIn
          value = 0
        }
        FLOAT
        {
          floatName = _FadeOut
          value = 0
        }
        FLOAT
        {
          floatName = _ExpandLinear
          value = 75
        }
        FLOAT
        {
          floatName = _Noise
          value = 3.03332901
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 7
        }
        FLOAT
        {
          floatName = _TileX
          value = 2
        }
        FLOAT
        {
          floatName = _ExpandSquare
          value = 0
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 0.4044438
        }
      }
    }
    FLOATMODIFIER
    {
      name = tBright
      controllerName = throttle
      transformName = Cylinder
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 0 0 0
        key = 1 0.5 0 0
      }
    }
    FLOATMODIFIER
    {
      name = aBright
      controllerName = atmosphereDepth
      transformName = Cylinder
      combinationType = MULTIPLY
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 1 0 0
        key = 1 0.2 0 0
      }
    }
  }
  EFFECT
  {
    name = mpdtFXcore
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-0.5
      rotationOffset = -90,0,0
      scaleOffset = 0.0299999993,6,0.0299999993
      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 = 0.0941176489,0.340100586,0.654901981,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.184313729,0.482352942,0.866666675,1
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 0.707776725
        }
        FLOAT
        {
          floatName = _Falloff
          value = 5.8644352
        }
        FLOAT
        {
          floatName = _FadeIn
          value = 0
        }
        FLOAT
        {
          floatName = _FadeOut
          value = 0
        }
        FLOAT
        {
          floatName = _ExpandLinear
          value = 13
        }
        FLOAT
        {
          floatName = _Noise
          value = 3.03332901
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 60.5888062
        }
        FLOAT
        {
          floatName = _TileX
          value = 3
        }
        FLOAT
        {
          floatName = _ExpandSquare
          value = 0
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 4.3983264
        }
        FLOAT
        {
          floatName = _Brightness
          value = 1.10444379
        }
      }
    }
    FLOATMODIFIER
    {
      name = tBright
      controllerName = throttle
      transformName = Cylinder
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 0 0 0
        key = 1 0.7 0 0
      }
    }
    FLOATMODIFIER
    {
      name = aBright
      controllerName = atmosphereDepth
      transformName = Cylinder
      combinationType = MULTIPLY
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 1 0 0
        key = 1 0.2 0 0
      }
    }
  }
  EFFECT
  {
    name = vFXFlare
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-billboard-generic-1
      positionOffset = 0,0,-0.200000003
      rotationOffset = 0,0,0
      scaleOffset = 0.300000012,0.300000012,0.300000012
      MATERIAL
      {
        transform = Billboard
        shader = Waterfall/Billboard (Additive Directional)
        randomizeSeed = True
        TEXTURE
        {
          textureSlotName = _MainTex
          texturePath = Waterfall/FX/fx_flareglow-1
          textureScale = 1,1
          textureOffset = 0,0
        }
        COLOR
        {
          colorName = _StartTint
          colorValue = 0.34117648,0.482352942,0.894117653,1
        }
        FLOAT
        {
          floatName = _DirectionScale
          value = 3
        }
      }
    }
    FLOATMODIFIER
    {
      name = tBright
      controllerName = throttle
      transformName = Billboard
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _Brightness
      floatCurve
      {
        key = 0 0 0 0
        key = 1 4 0 0
      }
    }
  }
  EFFECT
  {
    name = engineLight
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-point-light
      positionOffset = 0,0,0.400000006
      rotationOffset = 0,0,0
      scaleOffset = 1,1,1
      LIGHT
      {
        transform = Light
        intensity = 0.570823133
        range = 6.00706244
        lightType = Point
        color = 0.0823529437,0.254901975,0.521568656,1
        angle = 0
      }
    }
    LIGHTFLOATMODIFIER
    {
      name = throttle
      controllerName = throttle
      transformName = Light
      combinationType = REPLACE
      useRandomness = True
      randomnessController = random
      randomnessScale = 2
      floatName = Intensity
      floatCurve
      {
        key = 0 0 0 0
        key = 1 1 0 0
      }
    }
  }
}
