To create a 2D rim light effect in a 3D URP pipeline, you can follow these steps:
Shader Selection: Since you are using the Universal Render Pipeline/Spine/Sprite
shader, you need to ensure that it supports the lighting effects you want. This shader is designed to work with URP lights, but it does not have a direct light mask option like in the 2D pipeline.
Rim Light Setup:
- Create a Custom Shader: You might need to create a custom shader that mimics the rim light effect. This can be done by modifying the existing
Universal Render Pipeline/Spine/Sprite
shader to include a rim light calculation.
- Shader Graph: Alternatively, you can use Unity's Shader Graph to create a custom shader that includes a rim light effect. You can add a rim light by calculating the dot product between the view direction and the normal, and then using this value to control the intensity and color of the rim light.
Lighting:
- Use a Directional Light: In the 3D URP pipeline, you can use a directional light to simulate the rim light effect. Position the light in such a way that it highlights the edges of your 2D objects.
- Light Settings: Adjust the light settings to achieve the desired rim light effect. You can play with the intensity, color, and angle of the light to get the right look.
Here is a basic example of how you might modify a shader to include a rim light effect:
Shader "Custom/RimLightShader"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
_RimColor ("Rim Color", Color) = (1,1,1,1)
_RimPower ("Rim Power", Range(0.5, 8.0)) = 3.0
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard fullforwardshadows
sampler2D _MainTex;
fixed4 _RimColor;
float _RimPower;
struct Input
{
float2 uv_MainTex;
float3 viewDir;
};
void surf (Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
// Rim light calculation
float rim = 1.0 - saturate(dot(normalize(IN.viewDir), o.Normal));
o.Emission = _RimColor.rgb * pow(rim, _RimPower);
}
ENDCG
}
FallBack "Diffuse"
}
This shader includes a basic rim light effect by calculating the dot product between the view direction and the normal, and then using this value to control the emission color.
By using a custom shader or Shader Graph, you can achieve a similar rim light effect in the 3D URP pipeline as you had in the 2D pipeline.