Anisoft yazdıUnity actually sorta showed a similar effect in the new 2d lighting system coming out so you'll probably not have to wait long to for a built in solution. As for common solutions for rim lighting two come in mind.
1) is a very intense normal map bevel and then a rim light (basically a light behind the character but in position to have the normals be effected)
2) its faked in a shader using an emissive property that adjusts to lighting around it.
3) a combination of 1 and 2 where a shader calculates a more intense version of whatever light ur adding but only applied to the rim (i believe unity may be doing something like that)
@Anisoft - Thanks for the thoughts. Yea it makes sense. I tried making a normal map .. but maybe my normal map isn't great.. It made everything look rounded and just not good looking IMO. The rim light was there, but it wasn't as pronounced and cartoon like as this example.
I guess I need to do more testing to find a sweet spot. I wonder if there's another way to achieve this effect.
Harald yazdıThanks for answering, Anisoft.
My answer below is redundant know, but still posting since I already wrote it, perhaps it helps:
IndieDoroid yazdıI got another question. Do you have any idea how the green rim lighting was achieved around the characters? They aren't using rim lighting... at least not the method used with normal maps?
If they don't use normal maps (I would, do you know for sure they didn't?), then this could be done via an emission map covering just the desired parts in non-black color (your Spine shader provides a slot for it), which could be colored lighter/darker depending on the distance of the character to the closest back-light-source via a script. These will not react to the direction of light, but could look nice enough.
At least this is one way that comes to my mind. However, I would still implement it via normal maps, or via a special shader as Anisoft described in 3.
Do you have any video reference as well? You could analyse how the light direction affects the characters.
@[silindi]
Yep you can see the effect in action here:
I totally understand the logic of emission texture being affected via script and light distance. But that sounds painful to implement across a level.
The normal map makes sense too, but I haven't found a good way to make the normal map do this .. I guess I need to do more testing.
And yea, I'm not sure if that is or isn't a normal map. But I don't see any bump effect across the characters, which leads me to believe its not using normal maps.. I could be wrong of course. If someone else knows, feel free to chime in.