Not sure exactly how you've created your files, so forgive me if this doesn't work, but assuming you've rendered out a short animation from blender, as a 2D sprite, then put the rendered images side-by-side and saved as a texture.
Feel free to take a look at my fire file for example and settings here too
https://assettocorsamods.net/threads/disabling-wind-effect-on-meshes-shaders-patch.1791/#post-12837 .
If you're doing your animation like mine, then the crucial things are:
1. Make the animation mesh use only 1 'frame' of your animation texture. In other words, if your animation 'frame' size is 64px X 64px, and you had 32 frames in the animation loop, your texture needs to be (32 x 64 =)2048px wide x 64px high. So in this case you'd make a square mesh in blender and map the it to a 64x64px section of your image texture.
2. If you want transparency, the transparency mask needs to be the alpha channel of the NM texture. If not, or if you don't have one yet, skip this step. In other words, if you're able to, render out or create a mask in the same manner that you did the main animation, with black = transparent and 1 = fully opaque. Then make a 'blank' NM file (the main colour of the whole image texture should be exactly hex code #8080FF (half red, half green, full blue). Give it an alpha channel and copy your mask to it. Save this as your NM DDS texture. (again, take a look at my file for example)
(Not sure exactly how it should look for your water fountain, but you can experiment. Perhaps you could even render out a real normal map from your blender animation too??)
3. In kseditor, switch the shader for that mesh to stPerPixelNM_UVFlow
4. Set your txNormal to your masked normal map texture file or if you don't have one, set it to NULL.dds, which is automatically created along with your other textures I think. Set your txDetailNM to NULL.dds.
3. Apply settings (look at mine as an example). stFlow is designed for scrolling textures, but can also be used to increment the whole texture by a specific amount e.g. 1/64th ever specific amount of time. Hence you'll notice the 'pauseTiming' is set to "0.015625,-1", which simply means increment 1/64th of the image (1 / 64=0.015625) and the -1 tells the shader to increment instead of scroll.
4. Set the speed of the animation of both the diffuse and Normal Map, e.g. offsetDSpeed=1,0 offsetNMSpeed=1,0 (you can play with these settings to affect the speed of the animation)
5. Play with the ambient and diffuse properties as you would with any other shader.