hex-world
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    Function createSkirtMaterial

    • 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.

      Parameters

      Returns ShaderMaterial