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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 labelTypeRangeDefaultWhat it does
Depth EffectsToggle-OffMaster switch for every depth effect - Depth Rim Light, SSSSS (Experimental) and…
Depth AvailabilityEnumAuto / Force On / Force Off / DiagnosticAutoHow the shader decides whether a depth texture exists
Master WidthFloat0 ~ 161A shared multiplier on the screen offset used by both Depth Rim Light and Depth…
Width ModeEnumScreen Pixels / Distance StableDistance StableScreen Pixels keeps the offset in screen pixels, so the line looks relatively…
Distance ScalingFloat0 ~ 41Sets the reference distance for the thickness while Width Mode is Distance…
Near-Camera Width ReductionFloat0 ~ 11Reduces excessive depth-effect width when the camera is very close to a surface
Master BiasFloat0 ~ 10.02How much screen-depth difference counts as a real front-to-back edge
Master SoftnessFloat0.0001 ~ 10.08Transition width of the depth-edge test

Depth Rim Light​

Inspector labelTypeRangeDefaultWhat it does
Depth Rim LightToggle-OffToggles the Depth Rim Light, drawn from silhouette depth differences
Depth Rim Light MaskToggle-OffEnables a mask that limits the depth rim to chosen areas - keeping the rim on…
Rim ColorColor-WhiteColor of the depth rim
Color PurityFloat0 ~ 101Saturation after the base color and depth-rim tint are composed
Scene Light InfluenceFloat0 ~ 11How closely the depth rim follows the scene light
Rim Width MultiplierFloat0 ~ 102A depth-rim-only multiplier on Master Width
Rim IntensityFloat0 ~ 81Brightness multiplier for the depth rim
Apply FresnelToggle-OnMultiplies the detected depth rim by a Fresnel area so its inner edge can fade…
WidthFloat0 ~ 10.5Range 0-1; default 0.5
SoftnessFloat0 ~ 11Range 0-1; default 1
Invert AreaToggle-OffMoves the Fresnel area to the opposite side without changing its width
Backlight Intensity BoostFloat0 ~ 410 preserves the base result; stronger camera-to-main-light opposition adds depth…
Backlight Width BoostFloat0 ~ 40.2Controls how much the depth rim widens under backlighting
Visibility in Cast ShadowFloat0 ~ 10.50 hides the rim in cast shadow; 1 keeps it fully visible
Visibility in Depth ShadowFloat0 ~ 100 hides the rim in depth shadow; 1 keeps it fully visible
Mix Base ColorFloat0 ~ 10.50 draws the rim in the flat color you picked; 1 multiplies it by the Base Map so…
360 RimFloat0 ~ 10.30 puts the rim only on the light side; 1 wraps it around the whole silhouette
Internal Edge SuppressionToggle-OnKeeps the rim only when neighboring depth samples agree, rejecting false eye…
Internal Edge Check RangeFloat0 ~ 10.2Controls the neighboring area used to reject false internal edges
Depth Rim Sample QualityEnumLow1Tap / Standard2Tap / High4TapStandard2TapHow many depth samples the depth rim spends per pixel
Outer Silhouette LimitFloat0 ~ 11Suppresses front-facing internal rim using the original mesh normal
Silhouette StartFloat0 ~ 10.12How far the surface must turn away from the camera to count as silhouette
Silhouette TransitionFloat0.001 ~ 0.250.04Transition width of the silhouette test

Depth Shadow​

Inspector labelTypeRangeDefaultWhat it does
Depth ShadowToggle-OffToggles the depth-based depth shadow
Depth Shadow MaskToggle-OffEnables a mask that limits the depth shadow to chosen areas - use it to erase…
Shadow WidthFloat0 ~ 103Thickness of the band drawn by shifting the front object's silhouette this far…
Shadow IntensityFloat0 ~ 11Controls the final amount of the depth silhouette shadow
Depth Shadow BiasFloat0 ~ 10.03Minimum gap between a blocker and the comparison receiver: 1 is 10 cm and 0.03…
Receiver Depth PushbackFloat0 ~ 0.10While Depth Shadow is enabled, pushes back both this material's camera-depth…
Follow Light DirectionFloat0 ~ 110 uses only manual offsets; 1 fully follows the light's screen-space direction
Face Fixed DirectionFloat0 ~ 100 follows the real light; 1 uses the face's local Up direction
Suppress Backlit SilhouetteToggle-OffSkips the depth shadow on faces turned away from the light
Depth StretchFloat0 ~ 40.75Widens the one shadow sheet the more the front object floats off the receiver
Depth CurveFloat0 ~ 10How a part's depth translates into width, blur and fade
Depth FalloffFloat0 ~ 10.5Lightens the shadow the further back in the character it lands
Depth Extra BlurFloat0 ~ 40Adds spread the farther the front object floats
Angle Width FloorFloat0 ~ 10.35How far the shadow's width may shrink when the light lines up with the camera
Angle Length FloorFloat0 ~ 10.35How far the length the depth gradient adds may shrink at the same angle
SoftnessFloat0.001 ~ 0.050.05How far past the bias the depth gap must go before the shadow is fully dark, in…
BlurFloat0 ~ 0.020Softens the edge of the finished shadow by this radius in meters, in every…
Blur TapsEnumTaps4 / Taps8 / Taps16Taps4How many depth samples build the spread
Vertical Offset (Down +)Float-4 ~ 40Screen-vertical offset independent of light and camera rotation

SSAO (Screen Space Occlusion)​

Inspector labelTypeRangeDefaultWhat it does
SSAO EnabledToggle-OffReads the camera depth texture radially to soften creases and contact areas
SSAO IntensityFloat0 ~ 21How strong the effect is
SSAO ContrastFloat0.5 ~ 41Contrast of the occlusion
SSAO BiasFloat0 ~ 10.4Slack that keeps the receiver's own surface from counting as occlusion, as a…
SSAO RadiusFloat0.001 ~ 0.050.005World-space search radius (0.001-0.05 m)
Contact FalloffFloat0.25 ~ 41How close an occluder has to be to count, given as a MULTIPLE of SSAO Radius
Depth Shadow Mask (shared)Toggle-OffEnables a mask that limits the depth shadow to chosen areas - use it to erase…
SSAO Mask IntensityFloat0 ~ 10Restricts where the occlusion lands by borrowing the Depth Shadow Mask as it is
SSAO TintColor-WhiteA color multiplied into the occluded areas only
Color PurityFloat0 ~ 101Saturation of the shadow color SSAO inherits, taken after the tint is multiplied…
Color BrightnessFloat0 ~ 41Brightness multiplier for the SSAO color after Purity
Color GammaFloat0.1 ~ 31Gamma applied to the SSAO color after Purity and Brightness

Inner Outline​

Inspector labelTypeRangeDefaultWhat it does
Enable Inner Depth EdgeToggle-OffDraws interior edges from screen-depth differences
Inner Edge MaskToggle-OffEnables a mask limiting the inner edge to chosen areas - use it to erase…
Inner Edge ColorColor-0.6, 0.45, 0.45, 1Color of the inner depth edge, drawn on depth steps inside the silhouette -…
Color GammaFloat0.1 ~ 31Applies gamma to the inner-outline color value axis while preserving hue and…
WidthFloat0 ~ 100.3Width of the inner depth edge
Apply to Inner OutlineToggle-OffAlso applies the painted pressure to the Inner Depth Edge width
Pressure SourceEnumConstant / VertexAlpha / VertexRed / WidthMask / OutlineNormalUV8ConstantWhich painted channel modulates line width
Depth BiasFloat0 ~ 10.02Only depth differences larger than this count as an edge
SoftnessFloat0.0001 ~ 10.02Spatial feather across the inner edge
Camera Distance / FOV StabilizationFloat0 ~ 110 uses the legacy resolution-normalized pixel radius

SSSSS (Experimental)​

Inspector labelTypeRangeDefaultWhat it does
Enable TranslucencyToggle-OffMakes thin parts - hair tails, cloth hems - read as if they were holding the…
Measure WidthFloat0 ~ 106How far along the light this pixel looks to measure the distance the light…
Depth RangeFloat0.01 ~ 20.35A gap this deep in meters counts as fully open
Shell FloorFloat0 ~ 10A hollow garment - a skirt, a cape, a veil - is wide on screen so it measures as…
Transmission IntensityFloat0 ~ 41Overall brightness multiplier for the transmitted light
Edge IntensityFloat0 ~ 201Strength of the layer that lights only the outer silhouette
Edge Layer · WidthFloat0 ~ 10.8Range 0-1; default 0.8
Edge Layer · SoftnessFloat0 ~ 11Range 0-1; default 1
Edge Layer · Invert AreaToggle-OffSwaps the inside and outside of the edge rim's generated area
Edge Layer · ColorColor-WhiteHDR color multiplied into the edge transmission
Edge Layer · Color PurityFloat0 ~ 100.25Saturation after the base color, edge tint, and HSVG are composed
Edge BrightnessFloat0 ~ 41.6Brightness multiplier after edge Color Purity
Edge GammaFloat0.1 ~ 31Edge-color gamma applied after Purity and Brightness
Center IntensityFloat0 ~ 201Strength of the layer that lights the interior
Center Layer · WidthFloat0 ~ 10.8Range 0-1; default 0.8
Center Layer · SoftnessFloat0 ~ 11Range 0-1; default 1
Center Layer · Invert AreaToggle-OffSwaps the inside and outside of the center rim's generated area
Center Layer · ColorColor-WhiteHDR color multiplied into the center transmission
Center Layer · Color PurityFloat0 ~ 101.6Saturation after the base color, center tint, and HSVG are composed
Center BrightnessFloat0 ~ 41Brightness multiplier after center Color Purity
Center GammaFloat0.1 ~ 31Center-color gamma applied after Purity and Brightness
Backlight FalloffFloat0.5 ~ 162How precisely the camera and the light must oppose each other for the effect to…
Front Light FloorFloat0 ~ 10.2How much transmitted light survives in full front light
Normal BendFloat0 ~ 10.2Bends the light vector toward the surface normal so a curved strand keeps…
View BendFloat0 ~ 10.35Bends the light vector toward the camera
Normal InfluenceFloat0 ~ 11How much the normal map shapes the transmission
Width by ThicknessFloat0 ~ 10.85Sets how much the band narrows where the surface is thick
Brightness by ThicknessFloat0 ~ 10.5Sets how far the thick areas are darkened
Saturation by ThicknessFloat0 ~ 10.35Sets how much saturation is removed where the surface is thick
Scene Light InfluenceFloat0 ~ 110 ignores the scene light color and uses only the authored color; 1 takes the…
Cast Shadow InfluenceFloat0 ~ 10.5How much a projected shadow dims the transmitted light
Exposure SoftnessFloat0 ~ 10.25Eases the two knees of the ramp normalized by Depth Range
DensityFloat0.25 ~ 81.5How steeply thinness turns into brightness
Channel SpreadFloat0 ~ 10.3Reproduces red scattering deeper into the surface than blue