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Zelda – The Bling-Bling Offset (GAT #68)

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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).

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