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gamedev:textureproperties:rim_angle

Skin Texture Property: rim.angle

Defines the maximum angle difference between the camera view plane and the surface normal for rim light emissivity to become 0.

Excepted Data Source1 component value
Data Range0 to 1
Default Value0
Affected ModulesGraphic
Linked Properties-

Description

The rim.angle texture property defines the maximum angle difference between the camera view plane and the surface normal for rim light emissivity to become 0. Surface normals located in the camera view plane (hence parallel to the camera view plane) have maximum intensity. The intensity is faded until reaching rim.angle deviation from the camera view plane.

The angle value is defined as mapping from the true angle in radians in the range 0 to PI/2 to the range 0 to 1. Hence a property value of 0 equals 0 degrees deviation while a property value of 1 equals 90 degrees deviation. 90 degrees deviation equals to the normal pointing right at the camera or straight away from it. A value of 0 disables rim effect.

The rim.exponent texture property influences the intensity distribution along the rim.

The source is typically a single component value in the range 0 to 1.

The default value for this texture property is 0.

Examples

Example usage of rim.* skin texture properties and building a blue ghost skin.

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gamedev/textureproperties/rim_angle.txt · Last modified: 2020/07/12 13:50 by dragonlord