Color stack
- Area global tint/gradient establishes the scene-wide look.
- Type color and blend can inherit or override the Area.
- Variant appearance overrides are for sprite-specific correction.
- Painted color adds local world-space variation without duplicating vegetation types.
Blend modes
Alpha is the safest default. Multiply is useful for darkening/tinting. Linear Dodge and Screen Dodge can brighten stylized foliage. Darken/Lighten are useful when local color should only move in one direction.
Runtime day/night
Use VegetationSunAppearance when tint, vegetation gradient, shadow color and sun projection should animate together. These are shader/presentation changes and should not rebuild placement pages.
Day / night blend
VegetationSunAppearance state = VegetationSunAppearance.Lerp(dawn, noon, t);
VegetationAPI.SetGlobalSunAppearance(area, state);