EFFECTTEMPLATE
{
	templateName = waterfall-MMSEV-headlight
	EFFECT
	{
		name = lightFx
		parentName = Spot
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = -0.0299999993,0,0
			rotationOffset = -90,0,0
			scaleOffset = 0.0299999993,8,0.0299999993
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				FLOAT
				{
					floatName = _Fresnel
					value = 0.98947376
				}
				FLOAT
				{
					floatName = _Falloff
					value = 10
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 140
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 1
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.371161938
				}
				FLOAT
				{
					floatName = _Noise
					value = 6.16041183
				}
				FLOAT
				{
					floatName = _SpeedX
					value = -0.1
				}
				FLOAT
				{
					floatName = _SpeedY
					value = -0.45
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.00536658335
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.184250936
				}
				FLOAT
				{
					floatName = _ExpandSquare
					value = 0
				}
				FLOAT
				{
					floatName = _FalloffStart
					value = 0.0182473678
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = -4.16964197
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 5.19232416
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 0.184407845
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.784313738,0.784313738,0.784313738,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
			}
		}
		FLOATMODIFIER
		{
			name = atmoBright
			controllerName = light
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.4 0 0
			}
		}
		FLOATMODIFIER
		{
			name = atmoBright
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 1
				key = 1 0.4 0 0
			}
		}
	}
	EFFECT
	{
		name = flare
		parentName = Spot
		MODEL
		{
			path = Waterfall/FX/fx-billboard-generic-1
			positionOffset = 0,0,0.0500000007
			rotationOffset = 0,0,0
			scaleOffset = 0.5,0.5,0.5
			MATERIAL
			{
				transform = Billboard
				shader = Waterfall/Billboard (Additive Directional)
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx_flareglow-1
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.988235295,0.890196085,0.788235307,0.541050017
				}
				FLOAT
				{
					floatName = _DirectionScale
					value = 5
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.920586109
				}
			}
		}
		FLOATMODIFIER
		{
			name = fadeA
			controllerName = light
			transformName = Billboard
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 2 0 0
			}
		}
	}
	EFFECT
	{
		name = flare
		parentName = Spot
		MODEL
		{
			path = Waterfall/FX/fx-billboard-generic-1
			positionOffset = 0,0,0.0399999991
			rotationOffset = 0,0,0
			scaleOffset = 2,1,1
			MATERIAL
			{
				transform = Billboard
				shader = Waterfall/Billboard (Additive Directional)
				TEXTURE
				{
					textureSlotName = _MainTex
					texturePath = Waterfall/FX/fx_flarelens02
					textureScale = 1,1
					textureOffset = 0,0
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.0196078438,0.0235294122,0.980392158,1
				}
				FLOAT
				{
					floatName = _DirectionScale
					value = 20
				}
			}
		}
		FLOATMODIFIER
		{
			name = fadeA
			controllerName = light
			transformName = Billboard
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 2 0 0
			}
		}
	}
	EFFECT
	{
		name = lightFx
		parentName = Spot
		MODEL
		{
			path = Waterfall/FX/fx-cylinder
			positionOffset = 0.0299999993,0,0
			rotationOffset = -90,0,0
			scaleOffset = 0.0299999993,8,0.0299999993
			MATERIAL
			{
				transform = Cylinder
				shader = Waterfall/Additive (Dynamic)
				FLOAT
				{
					floatName = _Fresnel
					value = 0.98947376
				}
				FLOAT
				{
					floatName = _Falloff
					value = 10
				}
				FLOAT
				{
					floatName = _ExpandLinear
					value = 140
				}
				FLOAT
				{
					floatName = _FadeOut
					value = 1
				}
				FLOAT
				{
					floatName = _Brightness
					value = 0.371161938
				}
				FLOAT
				{
					floatName = _Noise
					value = 6.16041183
				}
				FLOAT
				{
					floatName = _SpeedX
					value = -0.1
				}
				FLOAT
				{
					floatName = _SpeedY
					value = -0.45
				}
				FLOAT
				{
					floatName = _FadeIn
					value = 0.00536658335
				}
				FLOAT
				{
					floatName = _ExpandOffset
					value = -0.184250936
				}
				FLOAT
				{
					floatName = _ExpandSquare
					value = 0
				}
				FLOAT
				{
					floatName = _FalloffStart
					value = 0.0182473678
				}
				FLOAT
				{
					floatName = _ExpandBounded
					value = -4.16964197
				}
				FLOAT
				{
					floatName = _Symmetry
					value = 5.19232416
				}
				FLOAT
				{
					floatName = _SymmetryStrength
					value = 0.184407845
				}
				COLOR
				{
					colorName = _StartTint
					colorValue = 0.784313738,0.784313738,0.784313738,1
				}
				COLOR
				{
					colorName = _EndTint
					colorValue = 1,1,1,1
				}
			}
		}
		FLOATMODIFIER
		{
			name = atmoBright
			controllerName = light
			transformName = Cylinder
			combinationType = REPLACE
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 0
				key = 1 0.4 0 0
			}
		}
		FLOATMODIFIER
		{
			name = atmoBright
			controllerName = atmosphereDepth
			transformName = Cylinder
			combinationType = MULTIPLY
			useRandomness = False
			randomnessController = random
			randomnessScale = 1
			floatName = _Brightness
			floatCurve
			{
				key = 0 0 0 1
				key = 1 0.4 0 0
			}
		}
	}
}
