EFFECTTEMPLATE
{
  templateName = template-nfp-ion-hall-argon-2
  EFFECT
  {
    name = hallPlume1
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-0.0500000007
      rotationOffset = -90,0,0
      scaleOffset = 0.109999999,1,0.109999999
      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 = 1,0.770930409,1,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.905882359,0.0862745121,0.686274529,1
        }
        FLOAT
        {
          floatName = _Noise
          value = 1.66833103
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 0.859443069
        }
        FLOAT
        {
          floatName = _Falloff
          value = 4.75221491
        }
        FLOAT
        {
          floatName = _SpeedX
          value = 0
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 40.4332733
        }
        FLOAT
        {
          floatName = _TileY
          value = 1
        }
        FLOAT
        {
          floatName = _TileX
          value = 10
        }
        FLOAT
        {
          floatName = _FresnelInvert
          value = 0.099999994
        }
        FLOAT
        {
          floatName = _ExpandLinear
          value = 1.3144424
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 0.707776666
        }
        FLOAT
        {
          floatName = _Brightness
          value = 0.545000732
        }
      }
    }
    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
      }
    }
    FLOATMODIFIER
    {
      name = aDeform
      controllerName = atmosphereDepth
      transformName = Cylinder
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _ExpandSquare
      floatCurve
      {
        key = 0 0 0 0
        key = 1 -1.5 0 0
      }
    }
  }
  EFFECT
  {
    name = hallPlume1
    parentName = thrustTransform
    MODEL
    {
      path = Waterfall/FX/fx-cylinder
      positionOffset = 0,0,-0.0500000007
      rotationOffset = -90,0,0
      scaleOffset = 0.0500000007,1,0.0500000007
      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 = 1,0.770930409,1,1
        }
        COLOR
        {
          colorName = _EndTint
          colorValue = 0.905882359,0.0862745121,0.686274529,1
        }
        FLOAT
        {
          floatName = _Noise
          value = 1.66833103
        }
        FLOAT
        {
          floatName = _Fresnel
          value = 0.859443069
        }
        FLOAT
        {
          floatName = _Falloff
          value = 4.75221491
        }
        FLOAT
        {
          floatName = _SpeedX
          value = 0
        }
        FLOAT
        {
          floatName = _SpeedY
          value = 40.4332733
        }
        FLOAT
        {
          floatName = _TileY
          value = 1
        }
        FLOAT
        {
          floatName = _TileX
          value = 10
        }
        FLOAT
        {
          floatName = _FresnelInvert
          value = 0.099999994
        }
        FLOAT
        {
          floatName = _ExpandLinear
          value = 1.6177752
        }
        FLOAT
        {
          floatName = _TintFalloff
          value = 0.707776666
        }
        FLOAT
        {
          floatName = _Brightness
          value = 0.545000732
        }
      }
    }
    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
      }
    }
    FLOATMODIFIER
    {
      name = aDeform
      controllerName = atmosphereDepth
      transformName = Cylinder
      combinationType = REPLACE
      useRandomness = False
      randomnessController = random
      randomnessScale = 1
      floatName = _ExpandSquare
      floatCurve
      {
        key = 0 0 0 0
        key = 1 -1.5 0 0
      }
    }
  }
}
