The cut-earth shader for MapSkirt: horizontal strata in soil browns,
a dark topsoil line under the ground surface, and a water cross-section
where the map edge runs through a sea or lake.
Bands key off world Y, so a layer holds its level all the way around the
map — that is what makes the four walls read as one block of ground rather
than four separately painted faces.
Lighting is the same hand-rolled uLightDir/uLightColor/uAmbient trio
the terrain and road materials take, so a DayNightCycle drives all
three together; it carries the shared distance haze too, so the wall
dissolves into the horizon with the ground above it.
The cut-earth shader for MapSkirt: horizontal strata in soil browns, a dark topsoil line under the ground surface, and a water cross-section where the map edge runs through a sea or lake.
Bands key off world Y, so a layer holds its level all the way around the map — that is what makes the four walls read as one block of ground rather than four separately painted faces.
Lighting is the same hand-rolled
uLightDir/uLightColor/uAmbienttrio the terrain and road materials take, so a DayNightCycle drives all three together; it carries the shared distance haze too, so the wall dissolves into the horizon with the ground above it.