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Question by smirlianos · Nov 08, 2013 at 07:47 PM · shaderlightouter

Shader: Rim outer & Inner

Hello,

I have this shader that adds a light rim around an object. I tried adding another one on the center of it but it doesn't work. Any help?

 Shader "-smn-/GlowingBorder" {
     Properties {
         _ColorTint("ColorTint", Color) = (1,1,1,1)
         _MainTex("Main Texture", 2D) = "white" {}
         _BumpMap("Normal Map", 2D) = "bump" {}
         _RimColorOuter("Rim Color", Color) = (1,1,1,1)
         _RimColorInner("Rim Color", Color) = (1,1,1,1)
         _RimPower("Rim Power", Range(0.0, 5.0)) = 3.0
     }
     SubShader {
         Tags { "RenderType" = "Opaque" }
         
         
         CGPROGRAM
         #pragma surface surf Lambert
 
         struct Input {
             float4 color : COLOR;
             float2 uv_MainTex;
             float2 uv_BumpMap;
             float3 viewDir;
         };
         
         float4 _ColorTint;
         sampler2D _MainTex;
         sampler2D _BumpMap;
         float4 _RimColorOuter;
         float4 _RimColorInner;
         float _RimPower;
         
         void surf (Input IN, inout SurfaceOutput o) {
             IN.color = _ColorTint;
             o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
             o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
             
             half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
             half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
             o.Emission = _RimColorOuter.rgb * pow(rimOuter, _RimPower);
             //o.Emission = _RimColorInner.rgb * pow(rimInner, _RimPower);
         }
         ENDCG
     } 
     FallBack "Diffuse"
 }



Any help??

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Answer by areTeam · Jun 01, 2018 at 04:44 PM

thanks this idea i'm like this effect :)alt text

P.S. you think somethink like this alt text


kepernyofelvetel-8.png (317.3 kB)
kepernyofelvetel-9.png (320.7 kB)
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