Depth Rim Lighting
Depth-based Rim Lighting is a rim lighting effect that creates a constant-size rim in screen space, meaning the rim has a more constant size, unlike traditional rim lighting.
This effect relies on the Depth Buffer/Depth Texture being active in the scene. Since this has some computational overhead, it's not always active. Some worlds will not have this enabled, and some will have it disabled.
To forcibly enable the depth buffer from an avatar, a reliable method is to add a realtime directional light to the scene, which will trigger the depth texture to be updated. A prefab called DepthGet
is included in the Poiyomi Shaders package.
Make sure to only enable the depth buffer when you need it! This can be a performance hit, and it's not always necessary.
Normal To Use
Type
: Dropdown, Options:Pixel
/Vertex
Normal to use for the depth rim light effect. Pixel
uses the normal of the pixel after all normal maps have been applied. Vertex
uses the normal from the mesh itself.
Width
Type
: Float, Range:0.0 - 1.0
How wide the rim should extend from the edge.
Sharpness
Type
: Float, Range:0.0 - 1.0
How sharp the edge of the rim should be. Generally, at higher sharpness, the rim will appear in less areas.
Hide In Shadow
Type
: Checkbox
Hides the rim in shadowed areas.
Color and Blending
Use Base Color
Type
: Float, Range:0.0 - 1.0
How much to incorporate the base color into the rim color. At 0
, only the Rim Color will be used. At 1
, only the base color of the mesh will be used.
Light Color Mix
Type
: Float, Range:0.0 - 1.0
How much to mix the rim color with the light color. The light color scaled to this value is multiplied with the rim color.
Rim Color
Type
: Color
Base color of the rim.
Emission
Type
: Float, Range:0.0 - 20.0
How much emission the rim should exhibit.
Blending
In most application, choosing one blend mode to use will be sufficient.
Replace
Type
: Float, Range:0.0 - 1.0
How much to replace the base color with the rim color.
Add
Type
: Float, Range:0.0 - 1.0
How much to add the rim color to the base color.
Multiply
Type
: Float, Range:0.0 - 1.0
How much to multiply the rim color with the base color.
Add To Light
Type
: Float, Range:0.0 - 1.0
How much to add the rim color to the light intensity (base pass only).