So, my suggestion is simply to add an exponent material property to the emissive map. This would visually ground the object in the liquid and give the impression that it is being aggressively corroded. red This works for Hybrid shaders, cool, but stops working for shaders that are generated with the shader generator. Ideally, I'd like to specify an exponent value to add some intense falloff so that the very bottom blooms heavily while most of the object remains primarily colored by the texture. Then you use the Toony Colors 'Hybrid' shader not the legacy one on your material. Click Edit->universal render pipeline-> update all materials to URP. If you don't want to fix the meshes yourself, you can use something like Toony Colors Pro 2 which includes utilities for processing meshes in-editor. Any hard edges w/o a filled seam will result in holes in the outline. ie: All meshes must be water tight and have smoothed normals. The objects are not sunk into the liquid they are sitting on top, scaled down vertically. Note: I want to use Toony Colors Pro 2 and URP at the same time. For it to work requires special handling of the mesh. Here's an example showing an HDR emissive color with a brightness of 3 filtered through a half black and half white vertex colored cube, which has no bloom at all and a reduced falloff due to the brightness and, below that, the same color with a brightness of 10, which has a nice bit of bloom, but with an even less noticeable falloff. I vertex colored some geometry partially white to simulate the bottom being lit using the vertex colors as an emission map value (so that the light and texture don't have to share a UV space) and immediately came to the conclusion that it could be significantly improved by adding an exponent property to the shader to control the falloff. Back again with another suggestion! I must be getting a bit annoying at this point.
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