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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 labelTypeRangeDefaultWhat it does
Face Shading ModuleToggle-OffEnables the face-only shading module
Forward Direction (Object Space)FloatFour values0, 0, 1, 0The direction the face looks, in object space
Remove Default Face Form ShadowFloat0 ~ 10At 1 the form shadow is erased on the face area entirely
Face BorderFloat-1 ~ 10Form-shadow threshold used only on the face area
Face SoftnessFloat0.001 ~ 20.15Blur width of the form-shadow terminator on the face area
Use Vertex Paint As Face AreaToggle-OffOff by default
Enable Face Area MaskToggle-OffMarks which part of a combined head and body material is the face
Face Area MaskTexture-NoneDefines the face area in base UV
Face Depth Shadow AssistToggle-OffOff by default
Face Casts Real-Time ShadowsToggle-OnWhether this material's face area casts real-time shadows
Enable Face SDF ShadowToggle-OffOff by default
SDF CoordinatesFloat-1Base Texture UV (0) follows existing UV islands
Global Horizontal ScaleFloat0.1 ~ 40.5Horizontal scale around the texture center
Global Vertical ScaleFloat0.1 ~ 40.5Vertical scale around the texture center
Global Horizontal PositionFloat-1 ~ 10Moves the scaled SDF horizontally
Global Vertical PositionFloat-1 ~ 10Moves the scaled SDF vertically
SDF Test PreviewToggle-OffOff by default
Preview ChannelEnumR / G / B / A / MaximumMaximumR=left, G=right, B=up and A=down
Map FormatEnumPacked 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)Texture-NoneFour-Direction SDF Map (RG Left/Right, BA Up/Down)
Horizontal InfluenceFloat0 ~ 11Horizontal light response
Vertical InfluenceFloat0 ~ 11Vertical light response
SDF Shadow AmountFloat0 ~ 11Final SDF dark-region strength
Boundary OffsetFloat-1 ~ 10Moves when the shadow starts
Boundary SoftnessFloat0.001 ~ 0.50.04Lit-to-shadow transition width
Enable SDF Applicability MaskToggle-OffOff by default
SDF Applicability Mask (Base UV; Exclude Ears/Back)Texture-NoneSampled in base UV
Map and Intensity · Mask IntensityFloat0 ~ 11Mask limiting strength
Proxy ShapeEnumSphere / Cylinder / Capsule / PlanePlanePlane (3, default) applies one resolved face-forward normal across the whole…
Use Proxy Mesh NormalsToggle-OffTransfers smooth normals from the actual proxy Mesh to face vertices
Proxy CenterFloatFour values0, 0, 0, 1Object-space center of the actual sphere, cylinder or capsule proxy Mesh
Proxy RadiusFloat0.001 ~ 20.12Radius of the actual proxy Mesh
Proxy Edge SoftnessFloat0 ~ 10.15How far the face area fades out across the selected proxy volume's edge, as a…
Proxy Axis (0 = Auto)FloatFour values0, 1, 0, 0Length direction for Cylinder and Capsule
Proxy LengthFloat0.001 ~ 40.3For Cylinder this is the full cylinder height
Mask Channel (RGBA)FloatFour values0, 1, 0, 0Per-channel weights used to read the mask texture
Mask Mapping · Mask IntensityFloat0 ~ 11At 0 the mask texture is ignored and the whole material is treated as face; at 1…
Invert MaskToggle-OffFlips the face area mask black-for-white
Remap StartFloat0 ~ 10Start of the range the mask gray values are re-spread over
Remap EndFloat0 ~ 11End of the range the mask gray values are re-spread over
Real ShadowCaster OffsetFloat-0.05 ~ 0.050Pushes the face area's shadow caster along its normal to adjust how much the…

Character Height Gradient​

Inspector labelTypeRangeDefaultWhat it does
Character Height GradientToggle-OffEnables the gradient that tints the character differently by height - typically…
Low ColorColor-0.67, 0.5, 0.47, 1Color tinting the lower part of the character
High ColorColor-WhiteColor tinting the upper part of the character