Lighting and Shadows
These fields shape the impression of a toon look more than anything else. Form shadow and shadow projection are separate sections.
This page is a table for looking up values. If you want the order to turn things on in, see the Light and Shadow 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.
Master Adjust
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Use Performance Distance | _PerfDistanceEnabled | Toggle | - | Off | When on, heavy modules are reduced with camera distance to lower rendering cost |
| Performance Distance Scale | _PerfDistanceScale | Float | 0 ~ 2 | 1 | Multiplier on Performance Distance (m) |
| Performance Distance (m) | _PerfDistanceMax | Float | 1 ~ 50 | 5 | Inside this distance from the camera more of the heavy modules run |
| Intensity | _RimMasterIntensity | Float | 0 ~ 4 | 1 | Scales every light-adding layer at once - edge rim, front light, fresnel rim… Visibility: Shown when Ming Light Controller is installed. |
| Base Color | _RimMasterTint | Color | - | White | Color multiplied into every light-adding layer Visibility: Shown when Ming Light Controller is installed. |
| Palette Tint Amount | _RimMasterTintAmount | Float | 0 ~ 1 | 1 | How much Shared Palette color reaches the highlight group Visibility: Shown when Ming Light Controller is installed. |
| Color Pad X | _RimMasterColorX | Float | -1 ~ 1 | 0 | Color-wheel coordinate laid over Base Color Visibility: Shown when Ming Light Controller is installed. |
| Color Pad Y | _RimMasterColorY | Float | -1 ~ 1 | 0 | Pairs with Color Pad X to pick a spot on the color wheel Visibility: Shown when Ming Light Controller is installed. |
| Brightness | _RimMasterColorValue | Float | 0 ~ 1 | 1 | Brightness of the color-pad tint Visibility: Shown when Ming Light Controller is installed. |
| Edge Rim Multiplier | _EdgeRimMasterIntensity | Float | 0 ~ 4 | 1 | Multiplies only the four layers that draw on the silhouette: Depth Rim Light… Visibility: Shown when Ming Light Controller is installed. |
| Edge Rim Group Tint | _EdgeRimMasterTint | Color | - | White | Visibility: Shown when Ming Light Controller is installed. |
| Edge Rim Group Color X | _EdgeRimMasterColorX | Float | -1 ~ 1 | 0 | Visibility: Shown when Ming Light Controller is installed. |
| Edge Rim Group Color Y | _EdgeRimMasterColorY | Float | -1 ~ 1 | 0 | Visibility: Shown when Ming Light Controller is installed. |
| Edge Rim Group Color Brightness | _EdgeRimMasterColorValue | Float | 0 ~ 1 | 1 | Visibility: Shown when Ming Light Controller is installed. |
| Intensity | _ShadowMasterIntensity | Float | 0 ~ 4 | 1 | One more multiply on the shadowed area after form, AO, rim shade, cast and depth… Visibility: Shown when Ming Light Controller is installed. |
| Base Color | _ShadowMasterTint | Color | - | White | Color multiplied over the whole shadowed area Visibility: Shown when Ming Light Controller is installed. |
| Palette Tint Amount | _ShadowMasterTintAmount | Float | 0 ~ 1 | 1 | How much Shared Palette color reaches the shadowed area Visibility: Shown when Ming Light Controller is installed. |
| Color Pad X | _ShadowMasterColorX | Float | -1 ~ 1 | 0 | Color-wheel coordinate laid over the shadow Base Color Visibility: Shown when Ming Light Controller is installed. |
| Color Pad Y | _ShadowMasterColorY | Float | -1 ~ 1 | 0 | Pairs with Color Pad X to pick a spot on the color wheel Visibility: Shown when Ming Light Controller is installed. |
| Brightness | _ShadowMasterColorValue | Float | 0 ~ 1 | 1 | Brightness of the color-pad tint Visibility: Shown when Ming Light Controller is installed. |
| Environment Intensity | _EnvironmentMasterIntensity | Float | 0 ~ 4 | 1 | Scales everything the world contributes to the character at once - Environment… Visibility: Shown when Ming Light Controller is installed. |
| Overall Intensity | _OutputMasterIntensity | Float | 0 ~ 4 | 1 | Brightness multiplier on the finished character after every effect Visibility: Shown when Ming Light Controller is installed. |
| Overall Saturation | _OutputMasterSaturation | Float | 0 ~ 10 | 1 | Saturation of the finished character after every effect Visibility: Shown when Ming Light Controller is installed. |
| Overall Tint | _OutputMasterTint | Color | - | White | Color multiplied into the final output Visibility: Shown when Ming Light Controller is installed. |
| Palette Tint Amount | _OutputMasterTintAmount | Float | 0 ~ 1 | 1 | How much Shared Palette color reaches the finished character Visibility: Shown when Ming Light Controller is installed. |
| Color Pad X | _OutputMasterColorX | Float | -1 ~ 1 | 0 | Color-wheel coordinate laid over the output Base Color Visibility: Shown when Ming Light Controller is installed. |
| Color Pad Y | _OutputMasterColorY | Float | -1 ~ 1 | 0 | Pairs with Color Pad X to pick a spot on the color wheel Visibility: Shown when Ming Light Controller is installed. |
| Brightness | _OutputMasterColorValue | Float | 0 ~ 1 | 1 | Brightness of the color-pad tint Visibility: Shown when Ming Light Controller is installed. |
Lighting
Core Lighting
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Lit Brightness | _LitBrightness | Float | 0 ~ 2 | 1 | Overall brightness multiplier on the lit side |
| Minimum Final Brightness | _LightBrightnessMinimum | Float | 0 ~ 4 | 0.2 | Floor that stops the character going darker than this in any scene |
| Maximum Final Brightness | _LightBrightnessMaximum | Float | 0 ~ 8 | 1 | Ceiling that stops the character burning brighter than this in bright scenes |
| Scene Light Color Influence | _LightColorInfluence | Float | 0 ~ 1 | 1 | How much the scene light's hue tints the character |
| Preserve Base Map Color | _BaseColorPreservation | Float | 0 ~ 1 | 0.1 | Controls only how much the scene-light hue tints the completed base color |
Additional Light
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Environment Color Influence | _EnvironmentColorInfluence | Float | 0 ~ 1 | 1 | Controls how strongly light-probe and ambient color washes over the surface |
| Additional Light Reception | _AdditionalLightReceive | Float | 0 ~ 1 | 1 | Directly scales the RGB peak brightness of point, spot, and other additional… |
| Additional Light Intensity | _AdditionalLightIntensity | Float | 0 ~ 4 | 1 | Final multiplier applied directly to RGB peak brightness without hidden 0.2-0.5… |
| Indirect Light Lift | _IndirectStrength | Float | 0 ~ 2 | 1 | Controls the brightness lift supplied by light-probe and ambient indirect light |
Light Volumes
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| VRC Light Volumes | _LightVolumesEnabled | Toggle | - | Off | Reads lighting from Light Volumes placed in the world or scene Visibility: Shown for BRP or URP materials. |
| Volume Intensity | _LightVolumesIntensity | Float | 0 ~ 4 | 1 | Scales all of the indirect light read from the world's volumes Visibility: Shown for BRP or URP materials. |
| Normal Bias | _LightVolumesNormalBias | Float | 0 ~ 0.25 | 0.01 | Pushes the point where the volume is sampled along the surface normal Visibility: Shown for BRP or URP materials. |
| Point Light Shadows | _LightVolumesPointShadows | Float | 0 ~ 1 | 1 | Sets how much of the world's baked occlusion the volume point lights obey Visibility: Shown for BRP or URP materials. |
| Volume Specular | _LightVolumesSpecularMode | Enum | Off / Dominant / Full | Off | Builds an environment highlight out of the volume's directional component Visibility: Shown for BRP or URP materials. |
| Volume Specular Intensity | _LightVolumesSpecularStrength | Float | 0 ~ 4 | 1 | How strong the volume specular is Visibility: Shown for BRP or URP materials. |
Additional Light
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Additional Light Color Influence | _AdditionalLightColorInfluence | Float | 0 ~ 1 | 1 | Controls how much additional-light color affects the surface color |
| Preserve Base Color under Additional Lights | _AdditionalLightBasePreservation | Float | 0 ~ 1 | 0 | 1 preserves the original base color most; 0 fully applies the additional-light… |
| Surface Direction and Toon Shading Influence | _AdditionalLightDirectionalInfluence | Float | 0 ~ 1 | 1 | Controls how closely additional lights follow surface direction and toon-shading… |
| Additional Light PBR / Toon Blend | _AdditionalLightToonBlend | Float | 0 ~ 1 | 1 | At 0, uses a smooth standard diffuse direction response; at 1, uses the… |
| Additional Light Toon Threshold | _AdditionalLightToonThreshold | Float | -1 ~ 1 | 0 | Sets the normal-to-light threshold where an additional light enters the lit toon… |
| Additional Light Toon Softness | _AdditionalLightToonSoftness | Float | 0.001 ~ 1 | 0.5 | Sets the transition width of the additional-light toon band |
| Additional Light Effect Influence | _AdditionalLightEffectInfluence | Float | 0 ~ 1 | 1 | Controls additional-light contribution to light-reactive effects such as the… |
| Additional Light Energy Cap | _AdditionalLightBrightnessMaximum | Float | 0 ~ 4 | 0.35 | Caps the energy that point, spot and other additional lights add to the final… |
Light Response Curve
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Main Light Response | _LightResponseApplyMain | Float | - | 0 | Remaps the main-light brightness ratio through the four-point curve below |
| Additional Light Final Attenuation Response | _LightResponseApplyAdditional | Float | - | 0 | Remaps the final distance-and-shadow attenuation response of point, spot, and… |
| Response Point 0 (Dark) | _LightResponseCurvePoint0 | Float | 0 ~ 1 | 0 | Output at input 0 |
| Response Point 1 (1/3) | _LightResponseCurvePoint1 | Float | 0 ~ 1 | 0.3333 | Output at input 1/3 |
| Response Point 2 (2/3) | _LightResponseCurvePoint2 | Float | 0 ~ 1 | 0.6667 | Output at input 2/3 |
| Response Point 3 (Bright) | _LightResponseCurvePoint3 | Float | 0 ~ 1 | 1 | Output at input 1 |
Brightness Limits
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Soften Near The Ceiling | _BrightnessSoftKnee | Float | 0 ~ 1 | 0.2 | Controls how smoothly the main and additional scene lights |
| Emissive Brightness Maximum | _AddedLightBrightnessMaximum | Float | 0 ~ 8 | 3 | Always applies a final-output ceiling to every additive effect |
| Rim Light Floor | _EdgeRimLightResponseFloor | Float | 0 ~ 1 | 0.5 | The minimum light multiplier the light-following edge rim and Depth Rim Light… |
Virtual Light
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Virtual Key Light | _MingVirtualLightEnabled | Toggle | - | Off | A fake key light for worlds that ship no directional light Visibility: Shown when Ming Light Controller is installed. |
| Mode | _MingVirtualLightMode | Float | - | 0 | Auto preserves the color and brightness of world lights, Light Volumes, and… Visibility: Shown when Ming Light Controller is installed. |
| Follow Character Front | _MingVirtualLightFollowCharacter | Toggle | - | Off | On, the key holds the same angle relative to the face however the character… Visibility: Shown when Ming Light Controller is installed. |
| Yaw | _MingVirtualLightYaw | Float | -180 ~ 180 | 0 | Horizontal angle of the virtual key light Visibility: Shown when Ming Light Controller is installed. |
| Pitch | _MingVirtualLightPitch | Float | -89 ~ 89 | 20 | Vertical angle of the virtual key light Visibility: Shown when Ming Light Controller is installed. |
| Light Color | _MingVirtualLightColor | Color | - | White | Color of the virtual key light Visibility: Shown when Ming Light Controller is installed. |
| Color Pad X | _MingVirtualLightColorX | Float | -1 ~ 1 | 0 | Color-wheel coordinate laid over Light Color Visibility: Shown when Ming Light Controller is installed. |
| Color Pad Y | _MingVirtualLightColorY | Float | -1 ~ 1 | 0 | Pairs with Color Pad X to pick a spot on the color wheel Visibility: Shown when Ming Light Controller is installed. |
| Brightness | _MingVirtualLightColorValue | Float | 0 ~ 1 | 1 | Brightness of the color-pad tint Visibility: Shown when Ming Light Controller is installed. |
| Light Intensity | _MingVirtualLightIntensity | Float | 0 ~ 4 | 0.3 | Brightness of the virtual key light Visibility: Shown when Ming Light Controller is installed. |
| Yaw Offset | _MingVirtualLightYawOffset | Float | -180 ~ 180 | 0 | Added on top of the yaw above Visibility: Shown when Ming Light Controller is installed. |
| Pitch Offset | _MingVirtualLightPitchOffset | Float | -89 ~ 89 | 0 | Added on top of the pitch above Visibility: Shown when Ming Light Controller is installed. |
Shadow (Form Shadow)
| 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 |
Unified Shadow
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Use Unified Shadow | _UnifiedShadowEnabled | Toggle | - | On | Displays form, cast, and depth shadows with the single unified color below |
| Unified Shadow Color | _MingUnifiedShadowColor | Color | - | 0.8, 0.69, 0.69, 1 | The single color every shadow converges on |
| Chroma | _MingUnifiedShadowTone | Float | Four values | 2, 1, 0, 0 | How much of the base color the shadow keeps |
| Gamma | _MingUnifiedShadowGamma | Float | 0.1 ~ 3 | 1 | Applies gamma to the shadow value axis after chroma and level while preserving… |
Shadow Color Map
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Use Shadow Color Map | _UnifiedShadowColorMapEnabled | Toggle | - | Off | Distributes the shadow color with a UV map, for cases like hair highlights that… |
| Shadow Color Map Texture | _UnifiedShadowColorMap | Texture | - | None | - |
| Color Map Amount | _UnifiedShadowColorMapOpacity | Float | 0 ~ 1 | 1 | 0 uses the single unified shadow color; 1 multiplies the texture color in full |
Core Shadow
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Shadow Color | _ShadowColorEnabled | Toggle | - | On | Master switch for shadow coloring |
| 1st Shadow Color | _FormShadowColor | Color | - | White | Color of the 1st form shadow |
| 1st Shadow Brightness | _FormShadowBrightness | Float | 0 ~ 1 | 0.8 | Brightness multiplier on the first form-shadow color |
| 1st Shadow Blend Mode | _FormShadowColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Multiply | - |
| 1st Shadow Blend Amount | _FormShadowColorBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the 1st shadow color blends into the result |
| 1st Shadow Coverage | _FormShadowMidPoint | Float | -1 ~ 1 | 0 | Where the 1st shadow boundary sits |
| 1st Shadow Blur | _FormShadowSoftness | Float | 0.001 ~ 2 | 0.3 | Width of the terminator blur |
Second Shadow
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable 2nd Shadow | _FormShadow2ndEnabled | Toggle | - | Off | Adds a second, deeper shadow band for a three-tone cel look Visibility: Shown while Unified Shadow is off. |
| 2nd Shadow Color | _FormShadow2ndColor | Color | - | White | Color of the 2nd, deeper form shadow Visibility: Shown while Unified Shadow is off. |
| 2nd Shadow Brightness | _FormShadow2ndBrightness | Float | 0 ~ 1 | 0.6 | Brightness multiplier on the second form-shadow color Visibility: Shown while Unified Shadow is off. |
| 2nd Shadow Blend Mode | _FormShadow2ndColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Multiply | Visibility: Shown while Unified Shadow is off. |
| Blend Opacity | _FormShadow2ndColorBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the 2nd shadow color blends into the result Visibility: Shown while Unified Shadow is off. |
| 2nd Shadow Coverage | _FormShadow2ndMidPoint | Float | -1 ~ 1 | -0.6 | Boundary of the 2nd shadow Visibility: Shown while Unified Shadow is off. |
| 2nd Shadow Blur | _FormShadow2ndSoftness | Float | 0.001 ~ 2 | 0.8 | Width of the second shadow's edge blur Visibility: Shown while Unified Shadow is off. |
Shadow Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Normal Map Influence | _ShadowNormalInfluence | Float | 0 ~ 1 | 1 | 0 uses the mesh normal; 1 applies the complete stacked normal result |
| Shadow Ambient Influence | _ShadowAmbientInfluence | Float | 0 ~ 1 | 0.2 | How much the shadow takes on the ambient light's hue |
| Dark Base Shadow Contrast | _ShadowDarkBaseContrast | Float | 0 ~ 1 | 0.8 | Darkens authored shadow colours more as the base colour gets darker, so black or… |
| Front Light Shadow Shift | _FormShadowFrontLightShift | Float | 0 ~ 1 | 0.5 | Shifts the form-shadow boundary toward the lit side when view and light face the… |
| Back Light Shadow Shift | _FormShadowBackLightShift | Float | 0 ~ 1 | 0.5 | Shifts the form-shadow boundary on the back-lit side when view and light oppose… |
Shadow Boundary
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Use Shadow Boundary | _ShadowBorderEnabled | Toggle | - | On | Enables the colored boundary effect between lit and shadowed regions |
| Boundary Color | _ShadowBorderColor | Color | - | 1, 0.53, 0.31, 1 | Color laid along the 1st shadow boundary - typically a faint warm red on skin… |
| Boundary Blend Mode | _ShadowBorderColorBlendMode | Enum | StudioRaming.MingToon.MingBoundaryBlendMode | 5 | How the boundary color is laid over the lit side |
| Blend Opacity | _ShadowBorderColorBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the boundary color blends in |
| Boundary Overlay Mode | _ShadowBorderOverlay | Toggle | - | Off | Whether the boundary color band straddles the terminator or stays inside the… |
| Boundary Width | _ShadowBorderWidth | Float | 0 ~ 2 | 0.5 | Width of the colored band laid on the terminator |
| Boundary Blur | _ShadowBorderBlur | Float | 0.001 ~ 2 | 0.5 | Blur width at the edge of the boundary band |
| Boundary Intensity | _ShadowBorderStrength | Float | 0 ~ 1 | 0.3 | Opacity of the boundary band |
| Boundary Base Map Mix | _ShadowBorderBaseColorMix | Float | 0 ~ 1 | 0.5 | 0 draws the boundary in the flat color you picked; 1 blends it with the Base Map… |
Cast Shadow
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Cast Shadow | _CastShadowEnabled | Toggle | - | On | Whether the character receives projected (cast) shadows from other objects and… |
Cast Shadow
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Cast Shadow Tint | _CastShadowColor | Color | - | White | Tint applied to received cast shadows |
| Cast Shadow Brightness | _CastShadowBrightness | Float | 0 ~ 1 | 0.8 | Brightness multiplier on the cast-shadow color |
| Cast Shadow Blend Mode | _CastShadowColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Multiply | - |
| Blend Opacity | _CastShadowColorBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the cast shadow tint blends into the result |
| Receive Intensity | _CastShadowReceiveStrength | Float | 0 ~ 1 | 1 | How much real-time cast shadow this surface receives |
| PBR / Toon Blend | _CastShadowToonBlend | Float | 0 ~ 1 | 0 | 0 keeps Unity's soft shadow falloff; 1 snaps it into a hard toon band |
| Cast Toon Band Softness | _CastShadowSoftness | Float | 0.001 ~ 1 | 0.001 | Adjusts the PBR-to-toon transition width of the cast-shadow band |
Boundary Feather
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable Projection Feather | _CastProjectionFeatherEnabled | Toggle | - | Off | Disables the additional projection-edge samples when off |
| Projection Feather Radius | _CastProjectionFeatherRadius | Float | 0 ~ 20 | 0.5 | Sets the feather radius as a camera-stable width: it is distance-corrected so… |
| Projection Feather Intensity | _CastProjectionFeatherStrength | Float | 0 ~ 100 | 100 | Controls projection-edge feather amount from 0 to 100 percent |
Shadow Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Unify With Depth Shadow | _LinkDepthShadowToCastShadow | Toggle | - | Off | Ties the depth shadow to the cast-shadow color so overlapping areas do not… |
| Cast Indirect Lift | _CastShadowIndirectLift | Float | 0 ~ 1 | 0 | Adds the ambient (SH) light back into cast shadows as an additive floor, so they… |
Shadow Options
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Cast Edge Feather Quality | _CastProjectionFeatherQuality | Enum | Light3Tap / Standard5Tap / High9Tap | Light3Tap | Light uses 3 taps, Standard 5, and High 9: one center tap plus a golden-angle… |
| Suppress Self Cast Shadow | _SelfShadowCasterBiasEnabled | Toggle | - | Off | Reduces the real-time shadow a mesh casts onto itself |
| Self Shadow Caster Bias | _SelfShadowCasterBias | Float | 0 ~ 0.1 | 0 | How far the shadow caster is pushed off the surface |
| Suppress Backlit Silhouette | _CastShadowBackfaceSuppression | Toggle | - | On | Skips cast shadow on faces turned away from the light |
| Backlit Suppression Offset | _CastShadowBackfaceSuppressionOffset | Float | 0 ~ 1 | 0.25 | How far past the form-shadow boundary, toward the dark side, backlit suppression… |
Shadow Pattern (Screentone)
| Inspector label | Property | Type | Range | Default | What it does |
|---|---|---|---|---|---|
| Enable Shadow Pattern | _ShadowPatternEnabled | Toggle | - | Off | Applies a screentone to the form shadow, the depth shadow, or both |
| Pattern Style | _ShadowPatternStyle | Enum | Recolor / Overlay | Recolor | Recolor redraws the shadow coverage as the screentone shape, so the strokes take… |
| Use Shape Tile | _ShadowPatternTileEnabled | Toggle | - | Off | Swaps the shape drawn inside each cell for a tile image |
| Shape Tile | _ShadowPatternTile | Texture | - | None | The five shipped tiles - dots, fine dots, lines, crosshatch, stipple - are in… |
| Ink Color | _ShadowPatternColor | Color | - | 0.16, 0.13, 0.15, 1 | Ink color the screentone strokes print with in Overlay style |
| Shadow Pattern Ink Blend Mode | _ShadowPatternColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Multiply | - |
| Blend Opacity | _ShadowPatternColorBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the ink color blends in |
| Pattern Intensity | _ShadowPatternStrength | Float | 0 ~ 1 | 1 | Mix between the original smooth shadow and the patterned one |
| Pattern Density | _ShadowPatternScale | Float | 0.25 ~ 240 | 120 | How many cells fill one mesh-projection unit |
| Pattern Rotation | _ShadowPatternRotation | Float | 0 ~ 360 | 78 | Angle of the pattern grid |
| Pattern Edge Softness | _ShadowPatternSoftness | Float | 0 ~ 0.5 | 0.14 | The blur width at the mark's edge |
| Pattern Target | _ShadowPatternTarget | Enum | Form / Depth / Both | Form | Apply the pattern to form shadow, depth shadow, or both |
| Pattern Space | _ShadowPatternSpace | Enum | Mesh / Screen | Mesh | Mesh sticks the pattern to the surface so it travels with the character |
| Distance Compensation | _ShadowPatternDistanceCompensation | Float | 0 ~ 1 | 1 | At 1 the cell count is fully locked to the mesh |
| FOV / Projection Compensation | _ShadowPatternProjectionCompensation | Float | 0 ~ 1 | 0.5 | At 1 the same mesh region keeps its pattern density across perspective FOV and… |
| Keep Pattern in Full Shadow | _ShadowPatternFullShadowEnabled | Toggle | - | On | Off lets the dots merge into a solid fill as shadow deepens |
| Full Shadow Fill | _ShadowPatternFullShadowLevel | Float | 0.1 ~ 1 | 1 | Closer to 1 approaches a solid fill; lower values leave more of the pattern… |
Related pages
- Light and Shadow usage guide
- Shared Texture Slot UI — the channel, remap and UV fields inside map and mask slots
- Troubleshooting