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How is the internal glow at the edges of the object implemented?
I'm trying to export an object from Unity to Blender. I moved the model and textures, but the problem is that I don't know how to implement this material.
As you can see, in the game itself there is a light purple glow/texture around the edges of the object, it is always on the edges of the object, no matter where the camera is. Of course, this effect has a mask texture (Black and White).
But how can I implement this in blender? I suspect that in the unit this is implemented using a shader, but maybe I'm wrong and this can be implemented using a material. Actually the question is: What is the name of the technique for implementing this material / shader? In order to know in which direction I should google, or you yourself can provide a link to an exemplary implementation here. Preferably in a blender.
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