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 | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Effects | _DepthEffectsEnabled | Toggle | - | Off | Master switch for every depth effect - Depth Rim Light, SSSSS (Experimental) and… |
Depth Core
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Availability | _DepthAvailabilityMode | Enum | Auto / Force On / Force Off / Diagnostic | Auto | How the shader decides whether a depth texture exists |
| Master Width | _DepthWidth | Float | 0 ~ 16 | 1 | A shared multiplier on the screen offset used by both Depth Rim Light and Depth… |
Mask
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Shadow Mask | _DepthShadowMaskEnabled | Toggle | - | Off | Enables a mask that limits the depth shadow to chosen areas - use it to erase… |
| Depth Shadow Mask | _DepthShadowMask | Texture | - | None | - |
| Depth Shadow Mask UV Source | _DepthShadowMask_UVMode | Enum | UV0 / UV1 / UV2 / UV3 | UV0 | - |
| Channel | _DepthShadowMaskChannel | Enum | R / G / B / A / Luminance | R | Which channel of the depth shadow mask to read |
| Invert | _DepthShadowMaskInvert | Toggle | - | Off | Flips the depth shadow mask black-for-white so the shadow applies to the… |
| Intensity | _DepthShadowMaskStrength | Float | 0 ~ 1 | 1 | How far the mask cuts the depth shadow |
| SSAO Mask Intensity | _SsaoMaskStrength | Float | 0 ~ 1 | 0 | Restricts where the occlusion lands by borrowing the Depth Shadow Mask as it is |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Shared Fade Distance | _ScreenSpaceShadowFadeDistance | Float | 0 ~ 1000 | 2 | Camera distance where Depth Shadow and SSAO fade together |
Light Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Near Camera Width Reduction | _DepthNearCameraWidthReduction | Float | 0 ~ 1 | 1 | - |
Runtime & Quality
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Width Mode | _DepthWidthMode | Enum | Screen Pixels / Distance Stable | Distance Stable | Screen Pixels keeps the offset in screen pixels, so the line looks relatively… |
| Distance Scaling | _DepthDistanceScale | Float | 0 ~ 4 | 1 | Sets the reference distance for the thickness while Width Mode is Distance… |
| Master Bias | _DepthBias | Float | 0 ~ 1 | 0.02 | How much screen-depth difference counts as a real front-to-back edge |
| Master Softness | _DepthSoftness | Float | 0.0001 ~ 1 | 0.08 | Transition width of the depth-edge test |
| Switch Depth Effects From FX | _MingDepthEffectsRuntimeToggle | Toggle | - | Off | Lets an animator - a VRChat FX layer, for example - switch the Depth Effects… |
| Use VRC Runtime Controls | _MingVrcQualityMenuEnabled | Toggle | - | Off | Lets the VRChat expression menu control virtual light, palette, master… |
| Quality Tier Preview | _MingVrcQualityTier | Enum | Low / Mid / High | High | The in-game menu moves this value |
| Switch Shadow Projection From FX | _MingCastShadowRuntimeToggle | Toggle | - | Off | Lets the VRChat expression menu switch 'Shadow Projection' on and off |
Depth Rim Light
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Rim Light | _DepthRimEnabled | Toggle | - | Off | Toggles the Depth Rim Light, drawn from silhouette depth differences |
Depth Rim Core
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Apply Fresnel | _DepthRimFresnelEnabled | Toggle | - | On | Multiplies the detected depth rim by a Fresnel area so its inner edge can fade… |
| Rim Color | _DepthRimColor | Color | - | White | Color of the depth rim |
| Color Purity | _DepthRimColorPurity | Float | 0 ~ 10 | 1 | Saturation after the base color and depth-rim tint are composed |
| Depth Rim Blend Mode | _DepthRimColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Add | - |
| Blend Opacity | _DepthRimColorBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the rim color blends in |
| Rim Intensity | _DepthRimIntensity | Float | 0 ~ 8 | 1 | Brightness multiplier for the depth rim |
Mask
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Rim Light Mask | _DepthRimMask | Texture | - | None | - |
| Depth Rim Light Mask | _DepthRimMaskEnabled | Toggle | - | Off | Enables a mask that limits the depth rim to chosen areas - keeping the rim on… |
| Depth Rim Light Mask UV Source | _DepthRimMask_UVMode | Enum | UV0 / UV1 / UV2 / UV3 | UV0 | - |
| Channel | _DepthRimMaskChannel | Enum | R / G / B / A / Luminance | R | Which channel of the rim mask to read |
| Invert | _DepthRimMaskInvert | Toggle | - | Off | Flips the rim mask black-for-white so the rim applies to the opposite area |
| Intensity | _DepthRimMaskStrength | Float | 0 ~ 1 | 1 | How far the mask cuts the rim |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Rim Coverage Multiplier | _DepthRimWidth | Float | 0 ~ 10 | 2 | A depth-rim-only multiplier on Master Width |
| Coverage | _DepthRimFresnelWidth | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
| Invert Area | _DepthRimFresnelAreaInvert | Toggle | - | Off | Moves the Fresnel area to the opposite side without changing its width |
| Softness | _DepthRimFresnelSoftness | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Silhouette Transition | _DepthRimSilhouetteSoftness | Float | 0.001 ~ 0.25 | 0.04 | Transition width of the silhouette test |
Light Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Rim Light Direction | _DepthRimLightDirection | Float | -1 ~ 1 | 1 | - |
| Rim Direction Lock | _DepthRim360 | Float | 0 ~ 1 | 0.3 | 0 lets the rim follow the light direction; 1 locks it so it wraps the whole… |
| Depth Rim Outer Silhouette Limit | _DepthRimSilhouetteGuard | Float | 0 ~ 1 | 1 | - |
| Silhouette Start | _DepthRimSilhouetteThreshold | Float | 0 ~ 1 | 0.12 | How far the surface must turn away from the camera to count as silhouette |
| Scene Light Influence | _DepthRimSceneLightInfluence | Float | 0 ~ 1 | 1 | How closely the depth rim follows the scene light |
| Depth Rim Light Cast Shadow Visibility | _DepthRimCastShadowVisibility | Float | 0 ~ 1 | 0.5 | - |
| Depth Rim Light Visibility in Depth Shadow | _DepthRimDepthShadowVisibility | Float | 0 ~ 1 | 0 | - |
| Depth Rim Light Backlight Boost | _DepthRimBacklightIntensityBoost | Float | 0 ~ 4 | 1 | - |
| Depth Rim Light Backlight Boost | _DepthRimBacklightWidthBoost | Float | 0 ~ 4 | 0.2 | - |
Stability & Quality
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Mix Base Color | _DepthRimBaseColorMix | Float | 0 ~ 1 | 0.5 | 0 draws the rim in the flat color you picked; 1 multiplies it by the Base Map so… |
| Depth Rim Internal Edge Suppression | _DepthRimStabilityEnabled | Toggle | - | On | - |
| Depth Rim Stability Range | _DepthRimStabilityRange | Float | 0 ~ 1 | 0.2 | - |
| Rim Sample Quality | _DepthRimSampleQuality | Enum | Low1Tap / Standard2Tap / High4Tap | Standard2Tap | Chooses how many depth samples the depth rim reads per pixel |
Depth Shadow
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Shadow | _DepthShadowEnabled | Toggle | - | Off | Toggles the depth-based depth shadow |
Depth Shadow Core
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Shadow Color (Multiply) | _DepthShadowColor | Color | - | White | Multiplies the unified shadow color |
| Depth Shadow Blend Mode | _DepthShadowColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Multiply | - |
| Screen-Space Shadow Overlap Depth | _DepthShadowColorBlendOpacity | Float | 0 ~ 1 | 0.5 | Extra depth applied only where Depth Shadow or SSAO overlaps another shadow |
| Shadow Brightness | _DepthShadowBrightness | Float | 0 ~ 1 | 0.6 | Brightness multiplier on the depth shadow color; lower is darker |
| Depth Shadow Strength | _DepthShadowStrength | Float | 0 ~ 1 | 1 | - |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Shadow Width | _DepthShadowWidth | Float | 0 ~ 10 | 3 | - |
| Depth Shadow Depth Stretch | _DepthShadowDepthStretch | Float | 0 ~ 4 | 0.75 | - |
| Depth Curve | _DepthShadowDepthCurve | Float | 0 ~ 1 | 0 | How the depth push grows with distance |
| Depth Shadow Depth Falloff | _DepthShadowDepthFalloff | Float | 0 ~ 1 | 0.5 | - |
| Depth Shadow Angle Width Floor | _DepthShadowSpreadFloorWidth | Float | 0 ~ 1 | 0.35 | - |
| Depth Shadow Angle Length Floor | _DepthShadowSpreadFloorLength | Float | 0 ~ 1 | 0.35 | - |
| Depth Shadow Softness | _DepthShadowSoftness | Float | 0.001 ~ 0.05 | 0.05 | - |
| Blur | _DepthShadowBlur | Float | 0 ~ 0.02 | 0 | Softens the edge of the finished shadow by this radius in metres, in every… |
| Depth Shadow Depth Extra Blur | _DepthShadowDepthBlurExtra | Float | 0 ~ 4 | 0 | - |
Light Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Follow Light Direction | _DepthShadowLightDirectionInfluence | Float | 0 ~ 1 | 1 | - |
| Depth Shadow Direction | _DepthShadowDirection | Float | -1 ~ 1 | 1 | - |
| Suppress Backlit Depth Silhouette | _DepthShadowBackfaceSuppression | Toggle | - | Off | - |
Placement & Stability
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Manual Vertical Offset (Down +) | _DepthShadowVerticalOffset | Float | -4 ~ 4 | 0 | - |
Quality & Stability
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Depth Shadow Bias | _DepthShadowSelfReject | Float | 0 ~ 1 | 0.03 | Minimum gap between a blocker and the comparison receiver: 1 is 10 cm and 0.03… |
| Depth Shadow Blur Taps | _DepthShadowBlurTaps | Enum | Taps4 / Taps8 / Taps16 | Taps4 | - |
SSAO (Screen Space Occlusion)
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| SSAO Enabled | _SsaoEnabled | Toggle | - | Off | Reads the camera depth texture radially to soften creases and contact areas |
| SSAO Tint | _SsaoColor | Color | - | White | A color multiplied into the occluded areas only |
| Color Purity | _SsaoColorPurity | Float | 0 ~ 10 | 1 | Saturation of the shadow color SSAO inherits, taken after the tint is multiplied… |
| Color Brightness | _SsaoColorBrightness | Float | 0 ~ 4 | 1 | Brightness multiplier for the SSAO color after Purity |
| SSAO Intensity | _SsaoIntensity | Float | 0 ~ 2 | 1 | How strong the effect is |
| SSAO Radius | _SsaoRadius | Float | 0.001 ~ 0.05 | 0.005 | World-space search radius (0.001-0.05 m) |
| Contact Falloff | _SsaoFadeRange | Float | 0.25 ~ 4 | 1 | How close an occluder has to be to count, given as a MULTIPLE of SSAO Radius |
| SSAO Contrast | _SsaoPower | Float | 0.5 ~ 4 | 1 | Contrast of the occlusion |
| SSAO Bias | _SsaoBias | Float | 0 ~ 1 | 0.4 | Slack that keeps the receiver's own surface from counting as occlusion, as a… |
| Shared Quality | _ScreenSpaceShadowQuality | Float | 0 ~ 2 | 0 | Depth-sample tier shared by the Depth Shadow tail and SSAO: Low 4, Standard 8… |
| Color Gamma | _SsaoColorGamma | Float | 0.1 ~ 3 | 1 | Gamma applied to the SSAO color after Purity and Brightness |
Inner Outline
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable Inner Depth Edge | _OutlineInnerEdgeEnabled | Toggle | - | Off | Draws interior edges from screen-depth differences |
Color and Width
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Inner Edge Color | _OutlineInnerEdgeColor | Color | - | 0.6, 0.45, 0.45, 1 | Color of the inner depth edge, drawn on depth steps inside the silhouette -… |
| Color Gamma | _OutlineInnerEdgeColorGamma | Float | 0.1 ~ 3 | 1 | Applies gamma to the inner-outline color value axis while preserving hue and… |
| Inner Depth Edge Blend Mode | _OutlineInnerEdgeColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Multiply | - |
| Blend Opacity | _OutlineInnerEdgeColorBlendOpacity | Float | 0 ~ 1 | 0.7 | How strongly the inner edge color blends in |
| Width | _OutlineInnerEdgeWidth | Float | 0 ~ 10 | 0.3 | Width of the inner depth edge |
Mask
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Inner Edge Mask | _OutlineInnerEdgeMaskEnabled | Toggle | - | Off | Enables a mask limiting the inner edge to chosen areas - use it to erase… |
| Inner Depth Edge Mask | _OutlineInnerEdgeMask | Texture | - | None | - |
| Inner Depth Edge Mask UV Source | _OutlineInnerEdgeMask_UVMode | Enum | UV0 / UV1 / UV2 / UV3 | UV0 | - |
| Channel | _OutlineInnerEdgeMaskChannel | Enum | R / G / B / A / Luminance | R | Which channel of the inner edge mask to read |
| Invert | _OutlineInnerEdgeMaskInvert | Toggle | - | Off | Flips the inner edge mask black-for-white so the edge applies to the opposite… |
| Strength | _OutlineInnerEdgeMaskStrength | Float | 0 ~ 1 | 1 | How far the mask cuts the inner edge |
Pressure
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Apply to Inner Outline | _OutlineInnerEdgePressureApply | Toggle | - | Off | Also applies the painted pressure to the Inner Depth Edge width |
Inner Outline Options
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Softness | _OutlineInnerEdgeSoftness | Float | 0.0001 ~ 1 | 0.02 | Spatial feather across the inner edge |
| Depth Bias | _OutlineInnerEdgeBias | Float | 0 ~ 1 | 0.02 | Only depth differences larger than this count as an edge |
| Inner Edge Camera Stabilization | _OutlineInnerEdgeCameraStabilization | Float | 0 ~ 1 | 1 | - |
Skin Translucency (Experimental) (SSSSS (Experimental))
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable Translucency | _TranslucencyEnabled | Toggle | - | Off | Makes thin parts - hair tails, cloth hems - read as if they were holding the… |
| Translucency Intensity | _TranslucencyStrength | Float | 0 ~ 4 | 1 | Overall brightness multiplier for the transmitted light |
| Translucency Mask Strength | _TranslucencyMaskStrength | Float | 0 ~ 1 | 1 | - |
| Edge Color | _TranslucencyEdgeColor | Color | - | White | HDR color multiplied into the edge transmission |
| Color Purity | _TranslucencyEdgeColorPurity | Float | 0 ~ 10 | 0.25 | Saturation after the base color, edge tint, and HSVG are composed |
| Edge Brightness | _TranslucencyEdgeColorBrightness | Float | 0 ~ 4 | 1.6 | Brightness multiplier after edge Color Purity |
| Edge Gamma | _TranslucencyEdgeColorGamma | Float | 0.1 ~ 3 | 1 | Edge-color gamma applied after Purity and Brightness |
| Edge Intensity | _TranslucencyEdgeIntensity | Float | 0 ~ 20 | 1 | Strength of the layer that lights only the outer silhouette |
| Edge Coverage | _TranslucencyEdgeWidth | Float | 0 ~ 1 | 0.8 | Range 0-1; default 0.8 |
| Invert Edge | _TranslucencyEdgeAreaInvert | Toggle | - | Off | Swaps the inside and outside of the edge rim's generated area |
| Edge Softness | _TranslucencyEdgeSoftness | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Center Color | _TranslucencyCenterColor | Color | - | White | HDR color multiplied into the center transmission |
| Color Purity | _TranslucencyCenterColorPurity | Float | 0 ~ 10 | 1.6 | Saturation after the base color, center tint, and HSVG are composed |
| Center Brightness | _TranslucencyCenterColorBrightness | Float | 0 ~ 4 | 1 | Brightness multiplier after center Color Purity |
| Center Gamma | _TranslucencyCenterColorGamma | Float | 0.1 ~ 3 | 1 | Center-color gamma applied after Purity and Brightness |
| Center Intensity | _TranslucencyCenterIntensity | Float | 0 ~ 20 | 1 | Strength of the layer that lights the interior |
| Interior Coverage | _TranslucencyCenterWidth | Float | 0 ~ 1 | 0.8 | Range 0-1; default 0.8 |
| Invert Interior | _TranslucencyCenterAreaInvert | Toggle | - | Off | Swaps the inside and outside of the center rim's generated area |
| Interior Softness | _TranslucencyCenterSoftness | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Measure Width | _TranslucencyWidth | Float | 0 ~ 10 | 6 | How far along the light this pixel looks to measure the distance the light… |
| Depth Range | _TranslucencyDepthRange | Float | 0.01 ~ 2 | 0.35 | A gap this deep in metres counts as fully open |
| Shell Floor | _TranslucencyShellFloor | Float | 0 ~ 1 | 0 | A hollow garment - a skirt, a cape, a veil - is wide on screen so it measures as… |
| Translucency Thickness Width | _TranslucencyThicknessWidth | Float | 0 ~ 1 | 0.85 | - |
| Translucency Thickness Contrast | _TranslucencyThicknessContrast | Float | 0 ~ 1 | 0.5 | - |
| Translucency Thickness Saturation | _TranslucencyThicknessSaturation | Float | 0 ~ 1 | 0.35 | - |
| Backlight Falloff | _TranslucencyLightPower | Float | 0.5 ~ 16 | 2 | How precisely the camera and the light must oppose each other for the effect to… |
| Front Light Floor | _TranslucencyAmbient | Float | 0 ~ 1 | 0.2 | How much transmitted light survives in full front light |
| Normal Bend | _TranslucencyDistortion | Float | 0 ~ 1 | 0.2 | Bends the light vector toward the surface normal so a curved strand keeps… |
| View Bend | _TranslucencyViewBend | Float | 0 ~ 1 | 0.35 | Bends the light vector toward the camera |
| Normal Influence | _TranslucencyNormalInfluence | Float | 0 ~ 1 | 1 | How much the normal map shapes the transmission |
| Scene Light Influence | _TranslucencySceneLightInfluence | Float | 0 ~ 1 | 1 | 0 ignores the scene light color and uses only the authored color; 1 takes the… |
| Translucency Cast Shadow Influence | _TranslucencyShadowInfluence | Float | 0 ~ 1 | 0.5 | - |
| Exposure Softness | _TranslucencySoftness | Float | 0 ~ 1 | 0.25 | Eases the two knees of the ramp normalized by Depth Range |
| Density | _TranslucencyDensity | Float | 0.25 ~ 8 | 1.5 | How steeply thinness turns into brightness |
| Channel Spread | _TranslucencyChannelSpread | 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