Hi!
I'm looking for a way to create Rim Lighting effect on a simple Unlit shader. Everywhere I looked people are using the surface shaders and I'm not familiar with them yet.
Here is my current shader. Is simple Unlit that uses vertex colors.
struct appdata
{
float4 vertex : POSITION;
fixed4 color : COLOR;
};
struct v2f {
float4 pos : SV_POSITION;
fixed4 color : TEXCOORD2;
};
v2f vert (appdata v)
{
v2f o;
o.pos = UnityObjectToClipPos(v.vertex);
o.color = v.color;
UNITY_TRANSFER_FOG(o, o.pos);
return o;
}
half4 frag (v2f i) : COLOR
{
return i.color;
}
I would like to have this effect:
![alt text][1]
Where could I find an example for this using standard HLSL shaders instead of the Surf ones.
Thank you!
[1]: http://kylehalladay.com/images/post_images/2014-02-23/FresnelRim.png
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