Rim Light
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📝 Exercise Goal
Learn core lighting terms (diffuse/specular/rim) on a simple sphere.
💡 💡 Tutorial Content
Learn core lighting terms (diffuse/specular/rim) on a simple sphere.
Overview
- Follow the steps to complete the exercise.
Learning Objectives
- Understand the math behind the lighting term
Prerequisites
- lambert-sphere
Key Concepts
vUvis normalized UV in[0,1].
vec2 uv = vUv;
- Blend values with
mix(a, b, t).
vec3 color = mix(colorA, colorB, t);
- Distance fields with
length/distance.
float d = length(uv - 0.5);
How To Implement (Step-by-step)
- Start from vUv.
- Compute a distance value for masks/shapes.
- Use mix() to blend outputs.
Self-check
- Does it compile without errors?
- Does the output match the goal?
- Are key values kept in
[0,1]?
Common Mistakes
- Clamp
tinto[0,1]when needed.