moor_prop
Everything standing on the moor — the cairn, the boulders and scree, the monoliths, the gorse and the heather — painted from the merged mesh's own vertex colours, so a hundred objects share one material and one draw call. The vertex alpha carries each face's roughness.
moor_prop
Everything standing on the moor — the cairn, the boulders and scree, the monoliths, the gorse and the heather — painted from the merged mesh's own vertex colours, so a hundred objects share one material and one draw call. The vertex alpha carries each face's roughness.
It crosses the same light line the turf carries (light_z, band_width,
band_gain, pushed by game.world.Dawn), so a stone and the ground under it go
into the sun together rather than the stone staying in night while the turf
around it burns.
bloom_gain gives the warm faces of the vertex stream — a dry gorse flower,
lichen catching the hour — a little light of their own.
Scoped to this part · feeds back into the world's score.