The Stefan-Boltzmann law is Luminosity = 4*pi*constant*radius^2*temperature^4 so giant stars are really luminous. If they were represented accurately in-game, there would be no rigid outer edge - their boundaries are diffuse atmospheres that would become increasingly dense as you approached and, as mentioned above, that boundary might not be perfectly uniform. I'm not sure exactly what tolerances our ships have, though I hope that this is being modelled by the developers as it will eventually be necessary in order to work out which planets with atmospheres our ships are able to land on and how deep into an atmosphere we can go before being crushed. Even after that is done, it would still be easiest to just keep the drop-out zones, which define where the FSDs no longer operate, rather than the region where our ships are damaged.
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One day I hope that they model pulsating stars (delta Scutum, RR Lyrae and Cepheid variables are the main categories) with the accompanying changes in size, brightness and temperature (and therefore colour!) in real time! It's non-trivial to model that kind of behaviour, though, so I'm not holding my breath and I doubt it will ever really happen, never mind getting the mode of pulsation represented correctly...