RainbowGear
Turns the green glow on high-quality gear into a fast, balanced rainbow that is more see-through, and recolours the weapon's own blade trail. Brightness and opacity are configurable.RainbowGear
High-quality gear in Valheim glows with a fixed green halo. RainbowGear turns that halo into a slow rainbow that cycles through a hand-tuned palette, recolours the item's point light and its own blade trail, and — unlike the vanilla glow — renders without the dark ring around it.
What it does
- Palette, not a hue wheel. 21 stops (red → scarlet → vermilion → tangerine → orange → amber → gold → yellow → lime → chartreuse → green → spring green → cyan → azure → blue → royal blue → indigo → violet → orchid → magenta), interpolated smoothly so the colour never "jumps".
- Per-hue brightness normalisation. The glow material is green-biased, so a plain colour makes green much brighter than the rest. Each hue is divided by the emissive channel response and scaled to a common luminance, so red/orange are as bright as green.
- Soft glow. The green particle texture is replaced with a neutral radial one and the material is switched to an additive particle shader, which removes the dark disc the vanilla shader paints around the halo and stops the glow from hiding the weapon.
- Trail and light follow the same colour.
Quality MinQuality (default 26) only matches gear refined above level 25 — with the 1.0 Forge of
Potential that is reachable for any item.
Config
BepInEx/config/snowfarm.valheim.rainbowgear.cfg
| Section | Key | Default | Meaning |
|---|---|---|---|
| 1 - General | Enabled |
true |
Master switch |
| 1 - General | MinQuality |
26 |
Minimum quality that gets the effect |
| 1 - General | ReloadConfigKey |
F10 |
Reload the config in game |
| 1 - General | ShaderMode |
Additive |
Vanilla / Alpha / Additive / Unlit — particle shader used for the halo |
| 1 - General | GlowRadius |
0.35 |
Fraction of the particle quad that actually glows |
| 2 - Rainbow | CycleSpeed |
0.5 |
Full palette cycles per second |
| 2 - Rainbow | Saturation |
0.6 |
0 = white, 1 = vivid |
| 2 - Rainbow | Brightness |
0.6 |
Overall emission multiplier |
| 2 - Rainbow | TargetLuminance |
0.45 |
Brightness every hue is normalised to |
| 2 - Rainbow | MapRed / MapGreen / MapBlue |
0.08 / 1 / 0.12 |
Fallback emissive map tint |
| 2 - Rainbow | MaxEmission |
20 |
HDR clamp for a single channel |
| 2 - Rainbow | HueCompensation |
true |
Apply the per-bin tone-mapping correction |
| 2 - Rainbow | HueCompensationStrength |
1 |
Strength of that correction |
F10 reloads the file, so the look can be tuned without restarting the game.
Notes
- Client-side only.
- Works together with HammerThrow: a thrown hammer copy is registered with RainbowGear so it keeps cycling colours instead of freezing on the vanilla green.
- If a weapon still shows the dark ring, set
ShaderMode = Additive(the default) orUnlit;Vanillarestores the original shader for comparison.
