Zelda – The Bling-Bling Offset (GAT #68)
Source: https://simonschreibt.de/gat/zelda-the-bling-bling-offset/ Author: Simon Schreibt. Captured 2026-10-16. Game: The Legend of Zelda: Breath of the Wild.
Problem
- Items in tall grass hard to find (cf. Rust); Sacred 2 used tall column VFX.
- Bling sparkle on apples etc. must stay visible through grass without always-on-top hacks.
Wrong theories
- Real lens flare (disappears when sparkle occluded by grass).
- Always draw on top of scene (wrongly draws over intervening trees).
- Special grass material allowing only effect through.
Solution 1: vertical offset by surroundings
- Object stays put; effect position moves upward based on surrounding (ground → low grass → high grass huge offset).
- UI pickup marker shows true item position while bling floats above tall grass.
Solution 2: camera/pivot offset for clipping
- Particles near apple surface clip or spawn behind mesh.
- Offset particle along vector toward camera (Unity Pivot Offset / Unreal Camera Offset).
- Keeps particles in silhouette; if camera passes between object and offset particle, effect “disappears” behind camera—use small offsets.
Extra observations
- Long weapons: bling only in center; narrow angles still show intersections (offset not enough).
- Cave sparkling rocks: often draw over near flowers → likely real lens flares, not the bling offset (offset should not leapfrog unrelated near objects).