# \#fresnel

**URL:** https://discourse.threejs.org/tag/fresnel/1762.md

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## [Changing rimlight shader math to achieve a specific look](https://discourse.threejs.org/t/changing-rimlight-shader-math-to-achieve-a-specific-look/83678)

<div class="topic-metadata">

**Author:** [@grml](https://discourse.threejs.org/u/grml)\
**Replies:** 5\
**Last updated:** [June 6, 2025, 2:17pm UTC](https://discourse.threejs.org/t/changing-rimlight-shader-math-to-achieve-a-specific-look/83678 "2025-06-06T14:17:30Z")

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I’ve adapted this fresnel rimlight shader I found a while ago in this forum. For my use case it would look better if the rimlight was independent from the view angle, i. e. at a fixed angle and sharp falloff, no matt…
