Shader: Rim outer & Inner

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"
}

Any help??

thanks this idea i’m like this effect :slight_smile:

P.S. you think somethink like this
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