ok one more before i head to bed just to show that it can do more interesting things than just large rectangles made up of smaller cubes
okay so this may seem a little unorthodox but bear with me here
what if
shell texturing in block game
after endless futzing about and tweaking i think i have something that may just be workable for this faux bevel effect i want
(note that there's a "bevel" between adjacent blocks cause i haven't made the effect dependent on the block's neighbors yet)
I dunno I'm just not feeling the actual lighting model. Its not like minecraft exactly has realistic lighting anyway: blocks are lit from two opposite sides!
But the problem with baked lighting is if you have non symmetrical blocks you have to make 4 versions of each face to get all the lighting. Not that that's super onerous
Also if I made something like a lectern that would be a lot of work to do manually for each orientation
ok i figured out a reasonable way to fudge the normals so i won't have to manually bake lighting. basically what i do is set the normals of the edges so that they point towards where the adjacent faces are pointing (90 degree bend) and then i lerp from the face's lighting factor to the neighbor's lighting factor
that gives me the result on the left. i tried just having regular, actual normals, but it creates artifacts like on the right (its accurate that it shades it like that but it looks bad)