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Rim

This page is for anyone turning on Enable Fresnel Rim for the first time. It brightens or darkens the silhouette edge to separate it from the background. It takes about 5 minutes.

What is this​

There are six ways to lay a band on the silhouette edge. None of the six read screen depth, so they show up anywhere.

Inspector sectionWhere it appearsWhat it is for
Rim ShadeInside the silhouette, darkerSense of volume
Rim LightInside the silhouette, brighterBacklight feel, background separation
Edge RimA band that follows the contourHolding the silhouette
BacklightA band where light wraps around from behindlilToon backlight
Front LightFaces turned toward the cameraEmphasizing the front
Shadow Interior ReflectionInside shadows onlyKeeping shadows from dying

Edge Rim is the MingToon look that holds the contour. Backlight ports lilToon's light-wrapping backlight module. They use the same light, but they do different jobs on screen.

A character with every rim off next to one with only Rim Light on

When to use it​

  • When the character sinks into the background in a dark world.
  • When you cannot control the lighting and want a floor under the silhouette.
  • When shadows die into a flat black block.

Try it in 30 seconds​

  1. Select a converted body material.
  2. Check that Enable Fresnel Rim is on. The default is on.
  3. Raise Fresnel Rim Intensity to 3. The default is 1.
  4. Lower Width to 0.3. The default is 0.5.

You succeeded when a thin band of light appears along the silhouette edge. If nothing changes, go to Troubleshooting.

How to turn it on​

  1. Turn on one at a time. Stacking them blows the silhouette out to white.
  2. Start by raising Fresnel Rim Intensity. At 0, changing color and width shows nothing.
  3. Set the point where the band starts with Width. The lower it is, the thinner it hugs the edge.
  4. Set the boundary with Softness. Lowering it makes the hard band of a cel look.
  5. If brightness jumps between worlds, lower Scene Light Influence.
Subtracting darkness is safer than adding brightness

Rim Shade is more stable in worlds where lighting is unpredictable. There is no risk of blowing out to white.

If you dislike the rim following the camera​

View Alignment decides whether the view or the light sets the rim position. At 1, the rim slides over the surface as you move the camera. At 0, it follows only the light direction, so it stays put as you turn the camera.

It is easy to confuse with Light-Side Emphasis, but the two decide different things. Light-Side Emphasis decides which side the rim is left on. View Alignment decides whether the rim follows the camera.

It behaves like 1 when there is no directional light

Without a light direction to work from, it falls back to view alignment. If the scene has no directional light, lowering this value makes no difference.

Rim on part of the surface only​

A mask is a black-and-white image where white marks the area the effect applies to. You must turn on Enable Fresnel Rim Mask for the mask texture to be read. On the Rim Shade side, Enable Rim Shade Mask plays the same role.

Turn the toggle on before adding the mask

Both toggles are off by default. While off, the texture is not read and the settings below appear disabled.

The mask items are laid out the same as in Common texture slot UI.

Shadow Interior Reflection​

A reflection band visible only inside shadows. It keeps shadows from dying into a flat black block. The effect is largest on dark clothing and high-contrast characters.

Dark clothing with Shadow Interior Reflection off next to the same clothing with it on

Items that exist only in this module decide how far in counts as inside a shadow.

  • Reflection appears from anywhere darker than Shadow Reflection Threshold.
  • Visibility in Cast Shadow is how much reflection is left inside a projected shadow.
  • Visibility in Depth Shadow is how much reflection is left inside a Depth Shadow.
The two values do not apply to WARUDO Built-in additional lights

The point and spot additional light path has no key light shadow decision. They apply normally to the key light and to the URP single pass.

Values you will touch often​

Inspector labelWhat it changesSuggested starting valueRaise it / lower it
Fresnel Rim IntensityThe brightness multiplier of the Fresnel rimLeave at the default (1)At 0, changing color and width shows nothing
WidthThe point where the Fresnel rim starts0.3 (default 0.5)Raising it brightens further into the surface, and 0 removes it
SoftnessThe blur of the Fresnel rim boundaryLeave at the default (0.2)Lowering it gives a hard band, and raising it gives a gradient
Scene Light InfluenceHow closely it follows the scene brightness0.3At 0 it stays the same strength in any world
Color PurityThe saturation of the composited rim colorLeave at the default (1)0 is achromatic, and above 1 that layer alone becomes oversaturated
Shadow Contribution IntensityThe strength of the Rim Shade band1At 0, changing width and softness makes no difference
Shadow Interior Reflection IntensityThe brightness of the reflection band inside shadows0.5At 0 it adds no color even if you set up the shape

Common problems​

The silhouette blows out to white​

In most cases Rim Light, Edge Rim and Backlight were raised together. Turn one off and check with the other one alone. The edge layers are held down by Edge Rim Maximum Multiplier in Master Adjust.

Backlight does not appear in some worlds​

Backlight depends on the key light direction of the scene. It does not appear in a world with no directional light. In such places, lower Light-Side Emphasis on Rim Light instead.

I added a mask and nothing changed​

The mask toggle is off. Check Rim on part of the surface only above first.

More detail​