wck_glow
Unlit emissive surface for worldClockKit's lamps and its lightning bolt. One material serves every lamp: each entity's per-instance shader data carries its own state: lane 0 is `(on 0-1, flicker amount 0-1, flicker seed, unused)` and lane 1 is `(r, g, b, 1)`, the lamp's own colou…
wck_glow
Unlit emissive surface for worldClockKit's lamps and its lightning bolt. One material serves
every lamp: each entity's per-instance shader data carries its own state: lane 0 is
(on 0-1, flicker amount 0-1, flicker seed, unused) and lane 1 is (r, g, b, 1), the lamp's own
colour (a lane-1 alpha of 0 falls back to the material's color). Off, the surface shows
off_color lit faintly by the scene's ambient, like dark glass; on, it glows at intensity.
always_on = 1 ignores lane 0, which is what the lightning bolt uses.
Scoped to this part · feeds back into the world's score.