Fresnel Effect Sample
This material graph sample demonstrates how to implement the Fresnel effect with respect to a normal map used when creating materials.
The data from the Albedo texture is sampled (in accordance with the default UV) by the Sample Texture node connected to the Albedo port of the master material node.
The tangent-space normal data taken from the Normal texture is passed to the Fresnel node accountable for the effect intensity, the effect power is controlled by the Power Slider parameter node. Thus the Fresnel effect is based on data from the normal map and not the vertex normals.
The output multiplied by the color from the Color parameter node (enabling you to adjust a color value via the Parameters panel in the UnigineEditor) is plugged into the Emission port of the material. Thus the emission color is applied only in the areas, where the fresnel effect takes place.