My first attempt to create a simple effect that in my opinion looks great when used correctly in games.
The main idea of rim lighting is to place a light source always behind an object (relatively where we are looking) and enhancing the perception of it on the scene.
The ninja model used is from RenderMonkey. Because it had a normal map and baked ambient occlusion i decided to use both of them in the shader to give a cooler final look :P
Interesting effect. Is this like those Fresnel shaders people use to give those "smooth" contours to game characters?
GhostManZero 2 years ago