EFFECTTEMPLATE
{
  templateName = template-nfp-vasimr-argon-1
  EFFECT
  {
    name = mpdtFXPlume
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-0.349999994
      rotationOffset = -90,0,0
      scaleOffset = 0.0299999993,14,0.0299999993
      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 = 1,0.451966941,0.90196079,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.752941191,0.109803922,0.654901981,1
        }
        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 = 170
        }
        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 0.2 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 = 0.0299999993,12,0.0299999993
      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 = 0.913725495,0.79836905,0.831372559,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.760784328,0.41568628,0.70588237,1
        }
        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 = 22
        }
        FLOAT
        {
          floatName = _Noise
          value = 5.61165857
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 50.4777107
        }
        FLOAT
        {
          floatName = _TileX
          value = 1
        }
        FLOAT
        {
          floatName = _ExpandSquare
          value = 0
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 4.3983264
        }
      }
    }
    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 0.6 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 = 0.899457276,0.482352942,0.894117653,1
        }
        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 = 0,0,0.300000012
      rotationOffset = 0,0,0
      scaleOffset = 1,1,1
      LIGHT
      {
        transform = Light
        intensity = 1.35764742
        range = 3.14588428
        lightType = Point
        color = 1,0.737279594,1,1
        angle = 0
      }
    }
    LIGHTFLOATMODIFIER
    {
      name = tLight
      controllerName = throttle
      transformName = Light
      combinationType = REPLACE
      useRandomness = True
      randomnessController = random
      randomnessScale = 1
      floatName = Intensity
      floatCurve
      {
        key = 0 0 0 0
        key = 1 1 0 0
      }
    }
  }
}
