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I ended up solving the problem on my own. The texture type of normal map for the material assigned to the ground was set to Default, and setting it to Normal map resolved the problem. Duh...


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Not sure what's available with unity, but I think you could achieve the same effect with an emission map (think a texture that supplies additional values used to decide the rgb for the texture -> and then in your shader you parameterize and intensity variable and you can get it to go on/off on parts of the object). From there, if you have some bloom effect ...


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