rimContrib

rimContrib

Shading that is applied to the edges of a surface relative to where it’s viewed from.

This is similar to the Rim Light feature in a standard Phong MAT.

Using rim shading can result in aliasing issues, since it’s essentially highlighting the areas that are most likely to have aliasing.

Parameters

Name Description Regular Handling Read-Only Handling
Enable

When off, this shading will produce values of 0, meaning no contribution to shading.

Level

Brightness of the shading, which is used as a multiplier for the Color.

Runtime Baked
Use Color

Whether to produce color or just a brightness value.

Color

Color of the shading.

Runtime Baked
Use Surface Color

Whether this shading should take into account the surface color attribute on the SDF (if present).

Semi-Baked Semi-Baked
Enable Shadow

Whether to apply the shadow to the color/level produced by this element.

Baked Baked
Thickness

Width of the highlight area on the sides.

Runtime Baked
Blending

Amount of fading between highlighted and not highlighted areas.

Runtime Baked

Inputs

  • Thickness Field: (optional)
    • Coordinate Types: float vec2 vec3 vec4
    • Context Types: MaterialContext
    • Return Types: float
    • Supports Variables: normangle
  • Blending Field: (optional)
    • Coordinate Types: float vec2 vec3 vec4
    • Context Types: MaterialContext
    • Return Types: float
    • Supports Variables: normangle
    • Supports Variables From Inputs: thicknessField
  • Color Field: (optional)
    • Coordinate Types: float vec2 vec3 vec4
    • Context Types: MaterialContext
    • Return Types: float vec4
    • Supports Variables: normangle
    • Supports Variables From Inputs: thicknessField blendingField

Variables

  • Normalized Surface Angle (0..1):