Add steady glow effect beneath hydrogen bomb

Render a soft radial glow underneath the hydrogen bomb sprite in
UnitPass. H-bomb instances draw an enlarged quad (hBombGlowScale) so
there's room for the halo; a cell-space UV remap keeps the sprite at its
normal size while the margin becomes glow area. The glow is a steady
(non-pulsing) radial falloff in a warm amber, alpha-blended underneath
the sprite and suppressed in alt/affiliation view.

Detection uses a HYDROGEN_BOMB_COL shader define derived from
UNIT_ORDER, so it tracks the atlas layout rather than hard-coding the
column. All other units are unaffected (scale 1, same fillrate); this
stays a single program / two instanced draw calls.

Glow color, scale, strength, and falloff are exposed in
render-settings.json for live tuning via the debug GUI.
This commit is contained in:
evanpelle
2026-06-05 19:47:07 -07:00
parent ee8c28331b
commit 385b4dd686
6 changed files with 94 additions and 15 deletions
+7 -1
View File
@@ -179,7 +179,13 @@
"flickerSpeed": 0.3,
"angryR": 0.784,
"angryG": 0,
"angryB": 0
"angryB": 0,
"hBombGlowScale": 2.2,
"hBombGlowR": 1.0,
"hBombGlowG": 0.72,
"hBombGlowB": 0.15,
"hBombGlowStrength": 0.5,
"hBombGlowInner": 0.45
},
"name": {
"lerpSpeed": 10,