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);