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Unity / Shaders2025
Rim Light Shader
Efficient Fresnel-based rim lighting shader with HDR support and real-time parameter control.
UnityHLSLShaderLab
Fresnel EffectRim LightingHDRSurface ShaderView-DependentEmission
Overview
A custom surface shader implementing view-dependent rim lighting via the Fresnel effect. Features HDR color support for bloom compatibility, adjustable power curves for falloff control, and optimized single-pass rendering suitable for mobile platforms.
Key Features
- Fresnel-based rim light calculation
- HDR color support for post-processing bloom
- Adjustable rim power for falloff sharpness
- Threshold control for edge appearance
- View-dependent intensity (changes with camera angle)
- PBR compatible with Unity's Standard lighting model
- Single-pass surface shader for mobile performance
Technical Breakdown
How It Works
- 1Calculate dot product between surface normal (N) and view direction (V)
- 2Invert result: rim = 1 - dot(N, V) — edges get higher values
- 3Apply smoothstep for soft threshold transitions
- 4Apply pow() for artistic falloff control
- 5Output to Emission channel for self-illumination effect
Architecture
- RimLightShader.shader — Single-file surface shader
- Properties block — Rim Color (HDR), Power, Threshold
- surf() function — Main surface calculation logic
Notable Details
- •Fresnel effect: objects glow at edges where surface is perpendicular to view
- •smoothstep provides smooth falloff vs hard threshold cutoff
- •pow() exponent controls how sharply rim fades toward center
- •Emission channel enables glow without external light sources
- •LOD 200 ensures compatibility across quality levels
Setup & Usage
Installation
- 1
Copy RimLightShader.shader to Assets/Shaders/ - 2
Create new material: Right-click → Create → Material - 3
Select shader: Custom/RimLightShader - 4
Apply material to 3D object
Parameters
| Name | Type | Effect |
|---|---|---|
| Rim Color | Color (HDR) | Edge light color, use HDR values for bloom |
| Rim Power | Range | Falloff sharpness (higher = tighter edge) |
| Rim Threshold | Range | When rim effect starts appearing |
Challenges & Learnings
- Understood Fresnel effect physics and its shader implementation
- Applied smoothstep and pow for artistic falloff control
- Learned how Emission channel enables self-illumination
- Optimized for mobile with minimal texture lookups
Outcomes
- ✓Clean, reusable rim light implementation
- ✓Educational resource for view-dependent shader techniques
- ✓Suitable for characters, UI highlights, and stylized effects