Outer Inner rim

Hello,

I have this shader that adds a light rim around an object. I tried adding another one on the center of it but it doesn’t work. Any help?

Shader "-smn-/GlowingBorder" {
	Properties {
		_ColorTint("ColorTint", Color) = (1,1,1,1)
		_MainTex("Main Texture", 2D) = "white" {}
		_BumpMap("Normal Map", 2D) = "bump" {}
		_RimColorOuter("Rim Color", Color) = (1,1,1,1)
		_RimColorInner("Rim Color", Color) = (1,1,1,1)
		_RimPower("Rim Power", Range(0.0, 5.0)) = 3.0
	}
	SubShader {
		Tags { "RenderType" = "Opaque" }
		
		
		CGPROGRAM
		#pragma surface surf Lambert

		struct Input {
			float4 color : COLOR;
			float2 uv_MainTex;
			float2 uv_BumpMap;
			float3 viewDir;
		};
		
		float4 _ColorTint;
		sampler2D _MainTex;
		sampler2D _BumpMap;
		float4 _RimColorOuter;
		float4 _RimColorInner;
		float _RimPower;
		
		void surf (Input IN, inout SurfaceOutput o) {
			IN.color = _ColorTint;
			o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;
			o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
			
			half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));
			half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));
			o.Emission = _RimColorOuter.rgb * pow(rimOuter, _RimPower);
			o.Emission = _RimColorInner.rgb * pow(rimInner, _RimPower);
		}
		ENDCG
	} 
	FallBack "Diffuse"
}

Is this what you wanted to achieve?

Shader "-smn-/GlowingBorder" {

    Properties {

        _ColorTint("ColorTint", Color) = (1,1,1,1)

        _MainTex("Main Texture", 2D) = "white" {}

        _BumpMap("Normal Map", 2D) = "bump" {}

        _RimColorOuter("Rim Color", Color) = (1,1,1,1)

        _RimColorInner("Rim Color", Color) = (1,1,1,1)

        _RimPower("Rim Power", Range(0.0, 5.0)) = 3.0

    }

    SubShader {

        Tags { "RenderType" = "Opaque" }

        

        

        CGPROGRAM

        #pragma surface surf Lambert

 

        struct Input {

            float4 color : COLOR;

            float2 uv_MainTex;

            float2 uv_BumpMap;

            float3 viewDir;

        };

        

        float4 _ColorTint;

        sampler2D _MainTex;

        sampler2D _BumpMap;

        float4 _RimColorOuter;

        float4 _RimColorInner;

        float _RimPower;

        

        void surf (Input IN, inout SurfaceOutput o) {

            IN.color = _ColorTint;

            o.Albedo = tex2D(_MainTex, IN.uv_MainTex).rgb * IN.color;

            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));

            

            half rimOuter = 1.0 -saturate(dot(normalize(IN.viewDir), o.Normal));

            half rimInner = saturate(dot(normalize(IN.viewDir), o.Normal));

            o.Emission = (_RimColorOuter.rgb * pow(rimOuter, _RimPower)) + (_RimColorInner.rgb * pow(rimInner, _RimPower)) ;

           // o.Emission = _RimColorInner.rgb * pow(rimInner, _RimPower);

        }

        ENDCG

    } 

    FallBack "Diffuse"

}

Exactly! Thanks!