EFFECTTEMPLATE
{
  templateName = template-nfp-ion-gridded-xenon-2
  EFFECT
  {
    name = griddedPlume1
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-0.119999997
      rotationOffset = -90,0,0
      scaleOffset = 0.159999996,2,0.159999996
      MATERIAL
      {
        transform = Cylinder
        shader = Waterfall/Additive (Dynamic)
        randomizeSeed = True
        TEXTURE
        {
          textureSlotName = _MainTex
          texturePath = Waterfall/FX/fx-noise-5
          textureScale = 1,1
          textureOffset = 0,0
        }
        COLOR
        {
          colorName = _StartTint
          colorValue = 0.192156866,0.592156887,0.87843138,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0,0.400669128,1,1
        }
        FLOAT
        {
          floatName = _Noise
          value = 0.454999298
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 3.74110532
        }
        FLOAT
        {
          floatName = _Falloff
          value = 6.72387838
        }
        FLOAT
        {
          floatName = _TileX
          value = 3
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 5
        }
        FLOAT
        {
          floatName = _ExpandBounded
          value = 0.909998596
        }
      }
    }
    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 1 0 0
        key = 1 -2 0 0
      }
    }
  }
}
