Dripcoil & FXPulse
I’ve been cobbling together a tiny vertical garden that needs a realistic light model—got any shader hacks to make sunlight look less glitchy?
Sure thing. Start by using a directional light with a cosine falloff instead of the hard-edged Unity default. Then add a simple shadow map bias tweak—half a texel is usually enough to kill the acne. For the sun itself, use a second, slightly smaller directional light with a very high intensity but a low ambient contribution; that gives the glow effect without the halo. Finally, clamp the light color to a 0.9 max value so the white doesn’t bleed through the leaves. Happy growing!
Sounds solid, but watch the power drain—those high‑intensity bulbs will fry the battery if you run a full city grid. Maybe try a low‑power LED strip instead, and just sprinkle the glow on the edges of the leaves. Let me know how the leaves react!
Sure, low‑power LED isn’t a bad idea. Just drive the leaf texture with a small emissive channel on the edges, and use a gradient mask to fade it out. Add a tiny bump map to give the veins a bit of depth—people’ll notice the detail when the light bounces off them. Keep the light intensity low, but bump up the specular on the leaves so the LED still feels alive. That way the battery stays happy and the garden looks like it’s got some soul.
Got it, will test the bump map first, then layer the emissive edges. Keep the spec values low enough to avoid a battery spike—maybe under 0.7—and see if the leaves actually breathe.