// Fresnel effect (edge glow)
material.diffuseFresnelParameters = new BABYLON.FresnelParameters();
material.diffuseFresnelParameters.leftColor = BABYLON.Color3.White();
material.diffuseFresnelParameters.rightColor = BABYLON.Color3.Blue();
material.diffuseFresnelParameters.power = 2;
material.diffuseFresnelParameters.bias = 0.1;
// Emissive Fresnel (good for energy shields or holograms)
material.emissiveFresnelParameters = new BABYLON.FresnelParameters();
material.emissiveFresnelParameters.leftColor = BABYLON.Color3.Black();
material.emissiveFresnelParameters.rightColor = BABYLON.Color3.Green();
material.emissiveFresnelParameters.power = 4;
material.emissiveFresnelParameters.bias = 0.5;