Glowing effects in Unity

Hey guys, I’m building this level, but can’t find a way to do what my mind wants to do with the scene. Got any ideas?

Assets are placeholders.

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I tried adding a Glow component to some cells, but I can only get that glow to be spherical, and I think that causes problems and turns into sharp edges where it collides with the ground mesh. Also, when you zoom in, glow disappears, and I don’t want it to! I also tried with some fog, but it did little to help.

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Got any ideas?

Here is Diffuse Wrapped shader, written it long time ago.

Shader "Project/Diffuse_Wrapped" {
	Properties {
		_Color("Main Color", Color) = (1, 1, 1, 1)
		_MainTex("Base (RGB)", 2D) = "white" {}
	}
	SubShader {
		Tags { "RenderType"="Opaque" }
		LOD 200
		CGPROGRAM
		//full shadows
		//#pragma surface surf WrapLambert fullforwardshadows
		//no shadows
		#pragma surface surf WrapLambert
		//#pragma lighting ToonRamp exclude_path:prepass
		inline half4 LightingWrapLambert(SurfaceOutput s, half3 lightDir, half atten) {
			//#ifndef USING_DIRECTIONAL_LIGHT
			//lightDir = normalize(lightDir);
			//#endif
			half NdotL = dot (s.Normal, lightDir);
			half diff = NdotL * 0.5 + 0.5;
			half4 c;
			c.rgb = s.Albedo * _LightColor0.rgb * (diff * atten * 2);
			c.a = s.Alpha;
			return c;
		}
		sampler2D _MainTex;
		float4 _Color;
		struct Input {
			//float2 uv_MainTex;
			float2 uv_MainTex : TEXCOORD0;
		};
		void surf (Input IN, inout SurfaceOutput o) {
			half4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
			o.Albedo = c.rgb;
			//o.Alpha = c.a;
		}
		ENDCG
	}
	Fallback "VertexLit"
}