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Rim Lighting
King Arthur edited this page May 20, 2019
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1 revision
The tint applied to the rim lighting.
The width of the rim effect on the material.
How emissive or glowing the rim light is on the material.
How sharp the edge of the rim effect is. 0 = smooth gradient 1 = hard edge
smoothly blends between the color of the model and the selected rim color. 0 = material base color 1 = rim light color useful if you want to use the colors of your model for rim lighting.
The texture used for the color of the rim light. Note: Alpha is respected and can cause lighting to go away.
Where the rim lighting should occur
Pans the texture used for rim lighting. Only X and Y have an effect.