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Character Rendering

These fields target the face and the character as a whole.

This page is a table for looking up values. If you want the order to turn things on in, see the Character Rendering guide.

The headings and order follow the inspector's section names and display order exactly.

The fields inside map and mask slots are the same in every slot.

Channel, remap, feather and mask UV are written once in the Shared Texture Slot UI.

Face / Hair Shading​

Inspector labelPropertyTypeRangeDefaultWhat it does
Face Shading Module_FaceShadingEnabledToggle-OffEnables the face and hair shading module

Face Area​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Face Area Mask_FaceAreaMaskEnabledToggle-OffMarks which part of a combined head and body material is the face
Use Vertex Paint As Face Area_FaceAreaVertexMaskEnabledToggle-OffOff by default
Use Proxy Volume (Area + Normals)_FaceAreaProxyMaskEnabledToggle-OffSwitches on two things together
Face Area Mask_FaceAreaMaskTexture-NoneDefines the face area with a texture, read in the UV chosen by the card's UV…
Proxy Shape_FaceProxyShapeEnumSphere / Cylinder / Capsule / PlanePlanePlane (3, default) applies one resolved face-forward normal across the whole…
Proxy Center_FaceProxyCenterOSFloatFour values0, 0, 0, 1Object-space center of the actual sphere, cylinder or capsule proxy Mesh
Proxy Radius_FaceProxyRadiusOSFloat0.001 ~ 20.12Radius of the actual proxy Mesh
Proxy Scale (mesh XYZ)_FaceProxyScaleOSFloatFour values1, 1, 1, 0Stretches or shrinks the proxy volume separately along mesh-local X, Y and Z
Proxy Axis (0 = Auto)_FaceProxyAxisOSFloatFour values0, 1, 0, 0Length direction for Cylinder and Capsule
Proxy Length_FaceProxyHeightOSFloat0.001 ~ 40.3For Cylinder this is the full cylinder height
Proxy Edge Softness_FaceProxyEdgeSoftnessFloat0 ~ 10.15How far the face area fades out across the selected proxy volume's edge, as a…

SDF Shading​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Face SDF Shadow_FaceSdfEnabledToggle-OffOff by default
SDF Map Format_FaceSdfModeEnumPacked RGBA / Single Channel Mirrored UPacked RGBAPacked RGBA (0, default) stores left/right in R/G and up/down in B/A
Single-channel SDF Map (R/grayscale, mirrored left/right)_FaceSdfMapTexture-NoneFour-Direction SDF Map (RG Left/Right, BA Up/Down)
SDF Coordinates_FaceMapUvModeFloat-1Base Texture UV (0) follows existing UV islands
SDF Shadow Amount_FaceSdfShadowAmountFloat0 ~ 11Final SDF dark-region strength
Boundary Offset_FaceSdfThresholdOffsetFloat-1 ~ 10Moves when the shadow starts
Boundary Softness_FaceSdfSoftnessFloat0.001 ~ 0.50.04Lit-to-shadow transition width
Horizontal Influence_FaceSdfHorizontalStrengthFloat0 ~ 11Horizontal light response
Vertical Influence_FaceSdfVerticalStrengthFloat0 ~ 11Vertical light response
Enable SDF Applicability Mask_FaceSdfMaskEnabledToggle-OffOff by default
SDF Coverage Area_FaceSdfMaskTexture-NoneSampled in the UV chosen by the card's UV Source
SDF Mask Intensity_FaceSdfMaskStrengthFloat0 ~ 11Mask limiting strength
Global Horizontal Scale_FaceMapScaleXFloat0.1 ~ 40.5Horizontal scale around the texture center
Global Vertical Scale_FaceMapScaleYFloat0.1 ~ 40.5Vertical scale around the texture center
Global Horizontal Position_FaceMapOffsetXFloat-1 ~ 10Moves the scaled SDF horizontally
Global Vertical Position_FaceMapOffsetYFloat-1 ~ 10Moves the scaled SDF vertically

Shape & Range​

Inspector labelPropertyTypeRangeDefaultWhat it does
Form Shadow_FormShadowEnabledToggle-OnToggles the form shadow - the toon shading that follows light direction
Remove Face Shadow (incl. SDF)_FaceFormShadowLiftFloat0 ~ 10At 1 the form shadow is erased on the face area entirely
Face Border_FaceFormShadowMidPointFloat-1 ~ 10Form-shadow threshold used only on the face area
Face Softness_FaceFormShadowSoftnessFloat0.001 ~ 20.15Blur width of the form-shadow terminator on the face area

Shadow Mode​

Inspector labelPropertyTypeRangeDefaultWhat it does
Face Depth Shadow Assist_DepthShadowFaceAssistEnabledToggle-OffOff by default
Face Casts Real-Time Shadows_FaceShadowCasterEnabledToggle-OnWhether this material's face area casts real-time shadows
Real ShadowCaster Offset_FaceShadowCasterOffsetFloat-0.05 ~ 0.050Pushes the face area's shadow caster along its normal to adjust how much the…
Drop Caster Offset When Depth Off_FaceDepthOffProjectedShadowEnabledToggle-OffWhen on, the caster offset above drops to 0 while the Depth Effects master is…
Face Fixed Direction_DepthShadowFaceFixedDirectionFloat0 ~ 100 follows the real light; 1 uses the face's local Up direction

Face Alignment & Depth​

Inspector labelPropertyTypeRangeDefaultWhat it does
Face Forward Axis (usually 0, 0, 1)_FaceForwardDirectionOSFloatFour values0, 0, 1, 0The direction the face looks, in object space
Proxy Normal Intensity_FaceNormalFlattenAmountFloat0 ~ 10Blends the original mesh normal with the proxy normal once on the authored…
Shadow Normal Map Influence_FaceShadowNormalMapInfluenceFloat0 ~ 10How much stacked normal-map detail is mixed back into form-shadow boundaries…
Face Receiver Auto Correction_FaceDepthAutoCorrectionToggle-OnOn by default
Face Receiver Plane Offset_FaceDepthReceiverOffsetFloat0 ~ 0.20.002While auto correction is on, pushes the face's receiving surface this far back…
Exclude Face From Camera Depth (Experimental)_FaceDepthSourceExcludedToggle-OffOff by default
SDF Test Preview_FaceSdfTestModeToggle-OffOff by default
Test Preview Channel_FaceSdfTestChannelEnumR / G / B / A / MaximumMaximumR=left, G=right, B=up and A=down
Receiver Depth Pushback_DepthShadowReceiverPushbackFloat0 ~ 0.10While Depth Shadow is enabled, pushes back both this material's camera-depth…

Character Height Gradient​

Inspector labelPropertyTypeRangeDefaultWhat it does
Character Height Gradient_CharacterHeightGradientEnabledToggle-OffEnables the gradient that tints the character differently by height - typically…
Character Height Direction_CharacterHeightGradientDirectionEnumBottom To Top / Top To BottomBottom To Top-
Low Color_CharacterHeightLowColorColor-0.67, 0.5, 0.47, 1Color tinting the lower part of the character
High Color_CharacterHeightHighColorColor-WhiteColor tinting the upper part of the character
Influence_CharacterHeightGradientParams.wFloat0 ~ 10.67-
Boundary Height_CharacterHeightGradientParams.xFloat0 ~ 10.41The height where the two colors mix evenly
Boundary Softness_CharacterHeightGradientParams.yFloat0 ~ 10.28How wide the transition spreads around the boundary
Curve Exponent_CharacterHeightGradientParams.zFloat0.1 ~ 81-