EFFECTTEMPLATE
{
  templateName = template-nfp-mpdt-rcs-lh2-1
  EFFECT
  {
    name = griddedPlume1
    parentName = thrustVector
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,-0.200000003,0
      rotationOffset = 180,0,0
      scaleOffset = 0.0250000004,2,0.0250000004
      MATERIAL
      {
        transform = Cylinder
        shader = Waterfall/Additive (Dynamic)
        TEXTURE
        {
          textureSlotName = _MainTex
          texturePath = Waterfall/FX/fx-noise-1
          textureScale = 1,1
          textureOffset = 0,0
        }
        COLOR
        {
          colorName = _StartTint
          colorValue = 0.347234637,0.394015938,0.615686297,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.725490212,0.0745098069,0.664200187,1
        }
        FLOAT
        {
          floatName = _Noise
          value = 1.06166506
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 3.74110532
        }
        FLOAT
        {
          floatName = _Falloff
          value = 6.72387838
        }
        FLOAT
        {
          floatName = _TileX
          value = 3
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 15
        }
        FLOAT
        {
          floatName = _ExpandBounded
          value = 0.909998596
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 1.08694279
        }
      }
    }
    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 0.3 0 0
      }
    }
    FLOATMODIFIER
    {
      name = aDeform
      controllerName = atmosphereDepth
      transformName = Cylinder
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _ExpandLinear
      floatCurve
      {
        key = 0 3 0 0
        key = 1 -2 0 0
      }
    }
  }
  EFFECT
  {
    name = flare
    parentName = thrustVector
    MODEL
    {
      path = Waterfall/FX/fx-billboard-generic-1
      positionOffset = 0,-0.0500000007,0
      rotationOffset = 0,0,0
      scaleOffset = 0.100000001,0.100000001,0.100000001
      MATERIAL
      {
        transform = Billboard
        shader = Waterfall/Billboard (Additive)
        TEXTURE
        {
          textureSlotName = _MainTex
          texturePath = Waterfall/FX/fx_flareglow-1
          textureScale = 1,1
          textureOffset = 0,0
        }
        COLOR
        {
          colorName = _StartTint
          colorValue = 0.886274517,0.643137276,0.643137276,1
        }
      }
    }
    COLORMODIFIER
    {
      name = colorshift
      controllerName = throttle
      transformName = Billboard
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      colorName = _StartTint
      rCurve
      {
        key = 0 0 0 0
        key = 1 0.8 0 0
      }
      gCurve
      {
        key = 0 0 0 0
        key = 1 0.8 0 0
      }
      bCurve
      {
        key = 0 0 0 0
        key = 1 1 0 0
      }
      aCurve
      {
        key = 0 0 0 0
        key = 1 0.8 0 0
      }
    }
  }
}
