Cheshirecrow Do you mean adding another 'Light blending style' and using additional lights to control the emission map aside from rim lights?
Sorry if the description didn't help. I was mostly describing how to create the lighting effect for the second video you posted, the one with the walking robot below the text "Here's an example of what the light mask is supposed to look like". Your example of the rolling ball is actually a bit different.
Regarding your first video with the multiple red lights at the ball, plus the white rim mask:
The red lights and the rim are completely separate things. For the white rim, if the ball would not be rolling: the rim atlas texture should be assigned at the Light Mask
with only these atlas parts non-black where the rim light should be displayed. Then place 2D Lights in your environment with Blend Style
set to Rim
. And don't set the rim light attachment slot to Blend Mode
Additive
, you want to use the 2D Light to light the masked parts. That all applies if the ball would not be rolling.
Since the ball is rolling, you have the problem that the rim moves with it. To fix that would require the attachment to be separate and aligned horizontally via e.g. a TransformConstraint
or overriding bone location programmatically, or using a similar solutions to keep the bone horizontal. Since you can't separately rotate the rim mask texture from the normal color texture at a single attachment, you need to have two separate bones with separate attachments. This fixes the orientation part of the problem. The light-attachment at the top could have Blend Mode
Additive
. Then you would enable the material parameter Light Affects Additive
, so that the 2D Lights are multiplied with the additive color. With this combination, you should not need a mask for this rim light any more, as the light is multiplied already with the additive texture, resulting in the mask effect.
Regarding the multiple red lights: I'm not quite sure what the exact problem with those was, but you can simply enable the Emission
property and assign the emission atlas texture there (again, identical in layout to the normal atlas texture, only white where the red lights are), then modify the color property next to it (programmatically e.g. via MaterialPropertyBlock
to avoid material copies).