I wanted a fine rimlight on the edge of my character models, similar to that seen in Breath of the Wild here:
So I started with the material functions as so:
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Getting the offset pixels |
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Getting the neighbouring UVs |
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Extracting the custom depth and setting max line width |
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Function that combines inputs into one map |
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Final MF that uses all previous MFs to create a rim light mask |
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Final post processing material section multiplying directional light intensity with the rim light mask (bottom node is the alpha lerping the top node and the rest of the scene colours together). |
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Custom depth mask |
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The rest of the shader |
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Resulting rimlight! :D |
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