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 label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Face Shading Module | _FaceShadingEnabled | Toggle | - | Off | Enables the face and hair shading module |
Face Area
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable Face Area Mask | _FaceAreaMaskEnabled | Toggle | - | Off | Marks which part of a combined head and body material is the face |
| Use Vertex Paint As Face Area | _FaceAreaVertexMaskEnabled | Toggle | - | Off | Off by default |
| Use Proxy Volume (Area + Normals) | _FaceAreaProxyMaskEnabled | Toggle | - | Off | Switches on two things together |
| Face Area Mask | _FaceAreaMask | Texture | - | None | Defines the face area with a texture, read in the UV chosen by the card's UV… |
| Proxy Shape | _FaceProxyShape | Enum | Sphere / Cylinder / Capsule / Plane | Plane | Plane (3, default) applies one resolved face-forward normal across the whole… |
| Proxy Center | _FaceProxyCenterOS | Float | Four values | 0, 0, 0, 1 | Object-space center of the actual sphere, cylinder or capsule proxy Mesh |
| Proxy Radius | _FaceProxyRadiusOS | Float | 0.001 ~ 2 | 0.12 | Radius of the actual proxy Mesh |
| Proxy Scale (mesh XYZ) | _FaceProxyScaleOS | Float | Four values | 1, 1, 1, 0 | Stretches or shrinks the proxy volume separately along mesh-local X, Y and Z |
| Proxy Axis (0 = Auto) | _FaceProxyAxisOS | Float | Four values | 0, 1, 0, 0 | Length direction for Cylinder and Capsule |
| Proxy Length | _FaceProxyHeightOS | Float | 0.001 ~ 4 | 0.3 | For Cylinder this is the full cylinder height |
| Proxy Edge Softness | _FaceProxyEdgeSoftness | Float | 0 ~ 1 | 0.15 | How far the face area fades out across the selected proxy volume's edge, as a… |
SDF Shading
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable Face SDF Shadow | _FaceSdfEnabled | Toggle | - | Off | Off by default |
| SDF Map Format | _FaceSdfMode | Enum | Packed RGBA / Single Channel Mirrored U | Packed RGBA | Packed RGBA (0, default) stores left/right in R/G and up/down in B/A |
| Single-channel SDF Map (R/grayscale, mirrored left/right) | _FaceSdfMap | Texture | - | None | Four-Direction SDF Map (RG Left/Right, BA Up/Down) |
| SDF Coordinates | _FaceMapUvMode | Float | - | 1 | Base Texture UV (0) follows existing UV islands |
| SDF Shadow Amount | _FaceSdfShadowAmount | Float | 0 ~ 1 | 1 | Final SDF dark-region strength |
| Boundary Offset | _FaceSdfThresholdOffset | Float | -1 ~ 1 | 0 | Moves when the shadow starts |
| Boundary Softness | _FaceSdfSoftness | Float | 0.001 ~ 0.5 | 0.04 | Lit-to-shadow transition width |
| Horizontal Influence | _FaceSdfHorizontalStrength | Float | 0 ~ 1 | 1 | Horizontal light response |
| Vertical Influence | _FaceSdfVerticalStrength | Float | 0 ~ 1 | 1 | Vertical light response |
| Enable SDF Applicability Mask | _FaceSdfMaskEnabled | Toggle | - | Off | Off by default |
| SDF Coverage Area | _FaceSdfMask | Texture | - | None | Sampled in the UV chosen by the card's UV Source |
| SDF Mask Intensity | _FaceSdfMaskStrength | Float | 0 ~ 1 | 1 | Mask limiting strength |
| Global Horizontal Scale | _FaceMapScaleX | Float | 0.1 ~ 4 | 0.5 | Horizontal scale around the texture center |
| Global Vertical Scale | _FaceMapScaleY | Float | 0.1 ~ 4 | 0.5 | Vertical scale around the texture center |
| Global Horizontal Position | _FaceMapOffsetX | Float | -1 ~ 1 | 0 | Moves the scaled SDF horizontally |
| Global Vertical Position | _FaceMapOffsetY | Float | -1 ~ 1 | 0 | Moves the scaled SDF vertically |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Form Shadow | _FormShadowEnabled | Toggle | - | On | Toggles the form shadow - the toon shading that follows light direction |
| Remove Face Shadow (incl. SDF) | _FaceFormShadowLift | Float | 0 ~ 1 | 0 | At 1 the form shadow is erased on the face area entirely |
| Face Border | _FaceFormShadowMidPoint | Float | -1 ~ 1 | 0 | Form-shadow threshold used only on the face area |
| Face Softness | _FaceFormShadowSoftness | Float | 0.001 ~ 2 | 0.15 | Blur width of the form-shadow terminator on the face area |
Shadow Mode
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Face Depth Shadow Assist | _DepthShadowFaceAssistEnabled | Toggle | - | Off | Off by default |
| Face Casts Real-Time Shadows | _FaceShadowCasterEnabled | Toggle | - | On | Whether this material's face area casts real-time shadows |
| Real ShadowCaster Offset | _FaceShadowCasterOffset | Float | -0.05 ~ 0.05 | 0 | Pushes the face area's shadow caster along its normal to adjust how much the… |
| Drop Caster Offset When Depth Off | _FaceDepthOffProjectedShadowEnabled | Toggle | - | Off | When on, the caster offset above drops to 0 while the Depth Effects master is… |
| Face Fixed Direction | _DepthShadowFaceFixedDirection | Float | 0 ~ 1 | 0 | 0 follows the real light; 1 uses the face's local Up direction |
Face Alignment & Depth
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Face Forward Axis (usually 0, 0, 1) | _FaceForwardDirectionOS | Float | Four values | 0, 0, 1, 0 | The direction the face looks, in object space |
| Proxy Normal Intensity | _FaceNormalFlattenAmount | Float | 0 ~ 1 | 0 | Blends the original mesh normal with the proxy normal once on the authored… |
| Shadow Normal Map Influence | _FaceShadowNormalMapInfluence | Float | 0 ~ 1 | 0 | How much stacked normal-map detail is mixed back into form-shadow boundaries… |
| Face Receiver Auto Correction | _FaceDepthAutoCorrection | Toggle | - | On | On by default |
| Face Receiver Plane Offset | _FaceDepthReceiverOffset | Float | 0 ~ 0.2 | 0.002 | While auto correction is on, pushes the face's receiving surface this far back… |
| Exclude Face From Camera Depth (Experimental) | _FaceDepthSourceExcluded | Toggle | - | Off | Off by default |
| SDF Test Preview | _FaceSdfTestMode | Toggle | - | Off | Off by default |
| Test Preview Channel | _FaceSdfTestChannel | Enum | R / G / B / A / Maximum | Maximum | R=left, G=right, B=up and A=down |
| Receiver Depth Pushback | _DepthShadowReceiverPushback | Float | 0 ~ 0.1 | 0 | While Depth Shadow is enabled, pushes back both this material's camera-depth… |
Character Height Gradient
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Character Height Gradient | _CharacterHeightGradientEnabled | Toggle | - | Off | Enables the gradient that tints the character differently by height - typically… |
| Character Height Direction | _CharacterHeightGradientDirection | Enum | Bottom To Top / Top To Bottom | Bottom To Top | - |
| Low Color | _CharacterHeightLowColor | Color | - | 0.67, 0.5, 0.47, 1 | Color tinting the lower part of the character |
| High Color | _CharacterHeightHighColor | Color | - | White | Color tinting the upper part of the character |
| Influence | _CharacterHeightGradientParams.w | Float | 0 ~ 1 | 0.67 | - |
| Boundary Height | _CharacterHeightGradientParams.x | Float | 0 ~ 1 | 0.41 | The height where the two colors mix evenly |
| Boundary Softness | _CharacterHeightGradientParams.y | Float | 0 ~ 1 | 0.28 | How wide the transition spreads around the boundary |
| Curve Exponent | _CharacterHeightGradientParams.z | Float | 0.1 ~ 8 | 1 | - |
Related pages
- Character Rendering usage guide
- Shared Texture Slot UI — the channel, remap and UV fields inside map and mask slots
- Troubleshooting