Depth Effects
These fields read the camera depth texture and draw in screen space. Without depth, none of them show at all.
This page is a table for looking up values. If you want the order to turn things on in, see the Depth Effects 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.
Depth Effects Master
| Inspector label | Type | Range | Default | What it does |
|---|---|---|---|---|
| Depth Effects | Toggle | - | Off | Master switch for every depth effect - Depth Rim Light, SSSSS (Experimental) and… |
| Depth Availability | Enum | Auto / Force On / Force Off / Diagnostic | Auto | How the shader decides whether a depth texture exists |
| Master Width | Float | 0 ~ 16 | 1 | A shared multiplier on the screen offset used by both Depth Rim Light and Depth… |
| Width Mode | Enum | Screen Pixels / Distance Stable | Distance Stable | Screen Pixels keeps the offset in screen pixels, so the line looks relatively… |
| Distance Scaling | Float | 0 ~ 4 | 1 | Sets the reference distance for the thickness while Width Mode is Distance… |
| Near-Camera Width Reduction | Float | 0 ~ 1 | 1 | Reduces excessive depth-effect width when the camera is very close to a surface |
| Master Bias | Float | 0 ~ 1 | 0.02 | How much screen-depth difference counts as a real front-to-back edge |
| Master Softness | Float | 0.0001 ~ 1 | 0.08 | Transition width of the depth-edge test |
Depth Rim Light
| Inspector label | Type | Range | Default | What it does |
|---|---|---|---|---|
| Depth Rim Light | Toggle | - | Off | Toggles the Depth Rim Light, drawn from silhouette depth differences |
| Depth Rim Light Mask | Toggle | - | Off | Enables a mask that limits the depth rim to chosen areas - keeping the rim on… |
| Rim Color | Color | - | White | Color of the depth rim |
| Color Purity | Float | 0 ~ 10 | 1 | Saturation after the base color and depth-rim tint are composed |
| Scene Light Influence | Float | 0 ~ 1 | 1 | How closely the depth rim follows the scene light |
| Rim Width Multiplier | Float | 0 ~ 10 | 2 | A depth-rim-only multiplier on Master Width |
| Rim Intensity | Float | 0 ~ 8 | 1 | Brightness multiplier for the depth rim |
| Apply Fresnel | Toggle | - | On | Multiplies the detected depth rim by a Fresnel area so its inner edge can fade… |
| Width | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
| Softness | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Invert Area | Toggle | - | Off | Moves the Fresnel area to the opposite side without changing its width |
| Backlight Intensity Boost | Float | 0 ~ 4 | 1 | 0 preserves the base result; stronger camera-to-main-light opposition adds depth… |
| Backlight Width Boost | Float | 0 ~ 4 | 0.2 | Controls how much the depth rim widens under backlighting |
| Visibility in Cast Shadow | Float | 0 ~ 1 | 0.5 | 0 hides the rim in cast shadow; 1 keeps it fully visible |
| Visibility in Depth Shadow | Float | 0 ~ 1 | 0 | 0 hides the rim in depth shadow; 1 keeps it fully visible |
| Mix Base Color | Float | 0 ~ 1 | 0.5 | 0 draws the rim in the flat color you picked; 1 multiplies it by the Base Map so… |
| 360 Rim | Float | 0 ~ 1 | 0.3 | 0 puts the rim only on the light side; 1 wraps it around the whole silhouette |
| Internal Edge Suppression | Toggle | - | On | Keeps the rim only when neighboring depth samples agree, rejecting false eye… |
| Internal Edge Check Range | Float | 0 ~ 1 | 0.2 | Controls the neighboring area used to reject false internal edges |
| Depth Rim Sample Quality | Enum | Low1Tap / Standard2Tap / High4Tap | Standard2Tap | How many depth samples the depth rim spends per pixel |
| Outer Silhouette Limit | Float | 0 ~ 1 | 1 | Suppresses front-facing internal rim using the original mesh normal |
| Silhouette Start | Float | 0 ~ 1 | 0.12 | How far the surface must turn away from the camera to count as silhouette |
| Silhouette Transition | Float | 0.001 ~ 0.25 | 0.04 | Transition width of the silhouette test |
Depth Shadow
| Inspector label | Type | Range | Default | What it does |
|---|---|---|---|---|
| Depth Shadow | Toggle | - | Off | Toggles the depth-based depth shadow |
| Depth Shadow Mask | Toggle | - | Off | Enables a mask that limits the depth shadow to chosen areas - use it to erase… |
| Shadow Width | Float | 0 ~ 10 | 3 | Thickness of the band drawn by shifting the front object's silhouette this far… |
| Shadow Intensity | Float | 0 ~ 1 | 1 | Controls the final amount of the depth silhouette shadow |
| Depth Shadow Bias | Float | 0 ~ 1 | 0.03 | Minimum gap between a blocker and the comparison receiver: 1 is 10 cm and 0.03… |
| Receiver Depth Pushback | Float | 0 ~ 0.1 | 0 | While Depth Shadow is enabled, pushes back both this material's camera-depth… |
| Follow Light Direction | Float | 0 ~ 1 | 1 | 0 uses only manual offsets; 1 fully follows the light's screen-space direction |
| Face Fixed Direction | Float | 0 ~ 1 | 0 | 0 follows the real light; 1 uses the face's local Up direction |
| Suppress Backlit Silhouette | Toggle | - | Off | Skips the depth shadow on faces turned away from the light |
| Depth Stretch | Float | 0 ~ 4 | 0.75 | Widens the one shadow sheet the more the front object floats off the receiver |
| Depth Curve | Float | 0 ~ 1 | 0 | How a part's depth translates into width, blur and fade |
| Depth Falloff | Float | 0 ~ 1 | 0.5 | Lightens the shadow the further back in the character it lands |
| Depth Extra Blur | Float | 0 ~ 4 | 0 | Adds spread the farther the front object floats |
| Angle Width Floor | Float | 0 ~ 1 | 0.35 | How far the shadow's width may shrink when the light lines up with the camera |
| Angle Length Floor | Float | 0 ~ 1 | 0.35 | How far the length the depth gradient adds may shrink at the same angle |
| Softness | Float | 0.001 ~ 0.05 | 0.05 | How far past the bias the depth gap must go before the shadow is fully dark, in… |
| Blur | Float | 0 ~ 0.02 | 0 | Softens the edge of the finished shadow by this radius in meters, in every… |
| Blur Taps | Enum | Taps4 / Taps8 / Taps16 | Taps4 | How many depth samples build the spread |
| Vertical Offset (Down +) | Float | -4 ~ 4 | 0 | Screen-vertical offset independent of light and camera rotation |
SSAO (Screen Space Occlusion)
| Inspector label | Type | Range | Default | What it does |
|---|---|---|---|---|
| SSAO Enabled | Toggle | - | Off | Reads the camera depth texture radially to soften creases and contact areas |
| SSAO Intensity | Float | 0 ~ 2 | 1 | How strong the effect is |
| SSAO Contrast | Float | 0.5 ~ 4 | 1 | Contrast of the occlusion |
| SSAO Bias | Float | 0 ~ 1 | 0.4 | Slack that keeps the receiver's own surface from counting as occlusion, as a… |
| SSAO Radius | Float | 0.001 ~ 0.05 | 0.005 | World-space search radius (0.001-0.05 m) |
| Contact Falloff | Float | 0.25 ~ 4 | 1 | How close an occluder has to be to count, given as a MULTIPLE of SSAO Radius |
| Depth Shadow Mask (shared) | Toggle | - | Off | Enables a mask that limits the depth shadow to chosen areas - use it to erase… |
| SSAO Mask Intensity | Float | 0 ~ 1 | 0 | Restricts where the occlusion lands by borrowing the Depth Shadow Mask as it is |
| SSAO Tint | Color | - | White | A color multiplied into the occluded areas only |
| Color Purity | Float | 0 ~ 10 | 1 | Saturation of the shadow color SSAO inherits, taken after the tint is multiplied… |
| Color Brightness | Float | 0 ~ 4 | 1 | Brightness multiplier for the SSAO color after Purity |
| Color Gamma | Float | 0.1 ~ 3 | 1 | Gamma applied to the SSAO color after Purity and Brightness |
Inner Outline
| Inspector label | Type | Range | Default | What it does |
|---|---|---|---|---|
| Enable Inner Depth Edge | Toggle | - | Off | Draws interior edges from screen-depth differences |
| Inner Edge Mask | Toggle | - | Off | Enables a mask limiting the inner edge to chosen areas - use it to erase… |
| Inner Edge Color | Color | - | 0.6, 0.45, 0.45, 1 | Color of the inner depth edge, drawn on depth steps inside the silhouette -… |
| Color Gamma | Float | 0.1 ~ 3 | 1 | Applies gamma to the inner-outline color value axis while preserving hue and… |
| Width | Float | 0 ~ 10 | 0.3 | Width of the inner depth edge |
| Apply to Inner Outline | Toggle | - | Off | Also applies the painted pressure to the Inner Depth Edge width |
| Pressure Source | Enum | Constant / VertexAlpha / VertexRed / WidthMask / OutlineNormalUV8 | Constant | Which painted channel modulates line width |
| Depth Bias | Float | 0 ~ 1 | 0.02 | Only depth differences larger than this count as an edge |
| Softness | Float | 0.0001 ~ 1 | 0.02 | Spatial feather across the inner edge |
| Camera Distance / FOV Stabilization | Float | 0 ~ 1 | 1 | 0 uses the legacy resolution-normalized pixel radius |
SSSSS (Experimental)
| Inspector label | Type | Range | Default | What it does |
|---|---|---|---|---|
| Enable Translucency | Toggle | - | Off | Makes thin parts - hair tails, cloth hems - read as if they were holding the… |
| Measure Width | Float | 0 ~ 10 | 6 | How far along the light this pixel looks to measure the distance the light… |
| Depth Range | Float | 0.01 ~ 2 | 0.35 | A gap this deep in meters counts as fully open |
| Shell Floor | Float | 0 ~ 1 | 0 | A hollow garment - a skirt, a cape, a veil - is wide on screen so it measures as… |
| Transmission Intensity | Float | 0 ~ 4 | 1 | Overall brightness multiplier for the transmitted light |
| Edge Intensity | Float | 0 ~ 20 | 1 | Strength of the layer that lights only the outer silhouette |
| Edge Layer · Width | Float | 0 ~ 1 | 0.8 | Range 0-1; default 0.8 |
| Edge Layer · Softness | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Edge Layer · Invert Area | Toggle | - | Off | Swaps the inside and outside of the edge rim's generated area |
| Edge Layer · Color | Color | - | White | HDR color multiplied into the edge transmission |
| Edge Layer · Color Purity | Float | 0 ~ 10 | 0.25 | Saturation after the base color, edge tint, and HSVG are composed |
| Edge Brightness | Float | 0 ~ 4 | 1.6 | Brightness multiplier after edge Color Purity |
| Edge Gamma | Float | 0.1 ~ 3 | 1 | Edge-color gamma applied after Purity and Brightness |
| Center Intensity | Float | 0 ~ 20 | 1 | Strength of the layer that lights the interior |
| Center Layer · Width | Float | 0 ~ 1 | 0.8 | Range 0-1; default 0.8 |
| Center Layer · Softness | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Center Layer · Invert Area | Toggle | - | Off | Swaps the inside and outside of the center rim's generated area |
| Center Layer · Color | Color | - | White | HDR color multiplied into the center transmission |
| Center Layer · Color Purity | Float | 0 ~ 10 | 1.6 | Saturation after the base color, center tint, and HSVG are composed |
| Center Brightness | Float | 0 ~ 4 | 1 | Brightness multiplier after center Color Purity |
| Center Gamma | Float | 0.1 ~ 3 | 1 | Center-color gamma applied after Purity and Brightness |
| Backlight Falloff | Float | 0.5 ~ 16 | 2 | How precisely the camera and the light must oppose each other for the effect to… |
| Front Light Floor | Float | 0 ~ 1 | 0.2 | How much transmitted light survives in full front light |
| Normal Bend | Float | 0 ~ 1 | 0.2 | Bends the light vector toward the surface normal so a curved strand keeps… |
| View Bend | Float | 0 ~ 1 | 0.35 | Bends the light vector toward the camera |
| Normal Influence | Float | 0 ~ 1 | 1 | How much the normal map shapes the transmission |
| Width by Thickness | Float | 0 ~ 1 | 0.85 | Sets how much the band narrows where the surface is thick |
| Brightness by Thickness | Float | 0 ~ 1 | 0.5 | Sets how far the thick areas are darkened |
| Saturation by Thickness | Float | 0 ~ 1 | 0.35 | Sets how much saturation is removed where the surface is thick |
| Scene Light Influence | Float | 0 ~ 1 | 1 | 0 ignores the scene light color and uses only the authored color; 1 takes the… |
| Cast Shadow Influence | Float | 0 ~ 1 | 0.5 | How much a projected shadow dims the transmitted light |
| Exposure Softness | Float | 0 ~ 1 | 0.25 | Eases the two knees of the ramp normalized by Depth Range |
| Density | Float | 0.25 ~ 8 | 1.5 | How steeply thinness turns into brightness |
| Channel Spread | Float | 0 ~ 1 | 0.3 | Reproduces red scattering deeper into the surface than blue |
Related pages
- Depth Effects usage guide
- Shared Texture Slot UI — the channel, remap and UV fields inside map and mask slots
- Troubleshooting