
Pylon Rogue's Rim Light in Unity (from my job at QuantumSquid)
One of my big contributions to our Pylon Rogue project at Quantum Squid was adding a rim light feature to the character shader in our project. Rim lights are extremely simple, but implementing one in the extremely complex shader we had was tough. I had not worked a lot with vertex/fragment shaders much, but in about one work day total I managed to track down the needed variables in the shader code (the normals, and the base texture color, the latter of which was the hardest)