Thursday, 6 November 2025

COMMON ART W11

rim-glow / edge-highlight shader using a Custom node.custom HLSL function (OutlineGLow_Color) inside OutlineGlow.ush, which calculates a Fresnel-style rim effect based on the dot product between the world normal and the view vector. The function adds a colored glow around the edges of the object, controlled by parameters like EdgePower (rim width) and GlowIntensity (brightness).

















In the material, the shader is connected through a Custom node that calls this function and outputs to the Emissive Color, blending the glow with the object’s original material. This setup is for easier adjust rim width, glow intensity, and color per material instance, while keeping the logic clean and reusable through the external shader file.

P4V



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