Documentation→Manual→Beginner→Part 2 - Avant Garde!
As for our glows, let's add an emission ingredient! Just click the plus button under Surface to add it.
Down the bottom of the layer settings on the left will be an area with a bunch of options like "UV Map, Generate, Position" and a few others. This is the mapping area. The mapping defines how Shader Sandwich knows where to put different parts of the layer. For example, should the gradient be stretched from top to bottom, should it be projected from the camera, or should parts of it be mapped to the edge, and parts mapped to the center? In our case we want that last option, so we're going to set the gradient's mapping type to Generate, and set the mode to Rim!
Well, we're getting close to being done now! The rim light is looking pretty nice (It has a better effect on round objects), but we have a similar problem to the last tutorial;
the rim light's color can't be changed in the editor.
That's good and all, but we're missing one last thing: the
ability to change the thickness of the rim light. There are a
couple of ways to do this in Shader Sandwich, but I'll cover
the simplest.
With the rim light layer selected scroll to the bottom of the layer settings on the left. You'll see an area called Effects:
Your effects panel will be clear, so lets add something to it!
Horray, the rim light shader is done! Looks pretty cool huh? This stuff is still pretty simple though, so I'd suggest hopping over to the next tutorial!
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