One of the shaders I needed to add to my toolbox was a shader that masked color based on light direction. This could be useful for adding color based on time of day or simply to change the ramp of color in a light so that you can open up the shadow areas with hue rather than just going dark. The test I made in the Unity plug-in Shader Forge takes a normal map and layers color over the mesh based on the direction of the light. For this test, I used a simple white directional light aimed at three spheres with the light mask shader on them. The highlight area where the light hits is rendered with blue, where the shadow areas render with red. The rim light renders in yellow and is masked to the shadow areas of the sphere so as to not just outline the mesh. The colors for the highlight, shadow, and rim light are controlled in the inspector as are the rim light power and thickness.