Rim Lighting
Rim Lighting traces a Fresnel-style glow around the silhouette of a mesh, separating characters from their backgrounds and adding the classic “key light from behind” feel. Genesis layers rotation, light-direction masking, and an HDR tint on top, so the rim reads as either a soft bloom or a hard cartoon edge.
A Fresnel rim separating a character from a dark background as the camera orbits.
When to use it
- Characters that need silhouette separation in dark scenes.
- Toon stack — pair with Cel Shading and Outline for the canonical anime look.
- Sci-fi and hologram surfaces — push an HDR rim into bloom for a glowing edge.
- Cinematic shots that want a hand-placed back-light without spawning a real light.
How it works
Genesis evaluates 1 - dot(N, V) (Fresnel), raises it to _RimPower, multiplies by _RimColor * _RimIntensity, then optionally masks the result by saturate(dot(N, L)) when Light Dependent is on. The rotation term rotates the normal in screen space before the Fresnel, which moves the rim around the silhouette.
A character with and without rim lighting. Drag to compare.
Properties
Usage
- Enable Rim Lighting and set a color complementary to your scene’s key light.
- Dial Power to 3–6 for a wide, soft rim, or 8–16 for a thin, sharp one.
- Turn on Light Dependent so the rim appears only where the main light hits — far more believable for characters.
- Use Rotation in cinematics to anchor the rim to a specific direction.
material.SetColor("_RimColor", new Color(0.4f, 0.9f, 1.0f) * 2.0f); // HDR
material.SetFloat("_RimPower", 6f);
material.SetFloat("_RimLightDependent", 1f);Tips & gotchas
- Use HDR colors (intensity above 1.0) only if your camera has a Bloom override; otherwise they clip.
- High Power values look noisy on low-poly meshes — raise Softness or smooth the normals.
- With Light Dependent and Cel Shading both on, the rim inherits the cel banding edge; this is expected.
- Rotation is screen-space, so verify both eyes match in VR captures.
Related
- Cel Shading — toon diffuse beneath the rim.
- Outline — hard ink stroke that pairs with rim.
- Specular Highlights — specular lobe layered on top.
- Emission — sustained glow versus the view-dependent rim.