Skip to main content

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 labelPropertyTypeRangeDefaultWhat it does
Use Performance Distance_PerfDistanceEnabledToggle-OffWhen on, heavy modules are reduced with camera distance to lower rendering cost
Performance Distance Scale_PerfDistanceScaleFloat0 ~ 21Multiplier on Performance Distance (m)
Performance Distance (m)_PerfDistanceMaxFloat1 ~ 505Inside this distance from the camera more of the heavy modules run
Intensity_RimMasterIntensityFloat0 ~ 41Scales every light-adding layer at once - edge rim, front light, fresnel rim… Visibility: Shown when Ming Light Controller is installed.
Base Color_RimMasterTintColor-WhiteColor multiplied into every light-adding layer Visibility: Shown when Ming Light Controller is installed.
Palette Tint Amount_RimMasterTintAmountFloat0 ~ 11How much Shared Palette color reaches the highlight group Visibility: Shown when Ming Light Controller is installed.
Color Pad X_RimMasterColorXFloat-1 ~ 10Color-wheel coordinate laid over Base Color Visibility: Shown when Ming Light Controller is installed.
Color Pad Y_RimMasterColorYFloat-1 ~ 10Pairs with Color Pad X to pick a spot on the color wheel Visibility: Shown when Ming Light Controller is installed.
Brightness_RimMasterColorValueFloat0 ~ 11Brightness of the color-pad tint Visibility: Shown when Ming Light Controller is installed.
Edge Rim Multiplier_EdgeRimMasterIntensityFloat0 ~ 41Multiplies only the four layers that draw on the silhouette: Depth Rim Light… Visibility: Shown when Ming Light Controller is installed.
Edge Rim Group Tint_EdgeRimMasterTintColor-WhiteVisibility: Shown when Ming Light Controller is installed.
Edge Rim Group Color X_EdgeRimMasterColorXFloat-1 ~ 10Visibility: Shown when Ming Light Controller is installed.
Edge Rim Group Color Y_EdgeRimMasterColorYFloat-1 ~ 10Visibility: Shown when Ming Light Controller is installed.
Edge Rim Group Color Brightness_EdgeRimMasterColorValueFloat0 ~ 11Visibility: Shown when Ming Light Controller is installed.
Intensity_ShadowMasterIntensityFloat0 ~ 41One more multiply on the shadowed area after form, AO, rim shade, cast and depth… Visibility: Shown when Ming Light Controller is installed.
Base Color_ShadowMasterTintColor-WhiteColor multiplied over the whole shadowed area Visibility: Shown when Ming Light Controller is installed.
Palette Tint Amount_ShadowMasterTintAmountFloat0 ~ 11How much Shared Palette color reaches the shadowed area Visibility: Shown when Ming Light Controller is installed.
Color Pad X_ShadowMasterColorXFloat-1 ~ 10Color-wheel coordinate laid over the shadow Base Color Visibility: Shown when Ming Light Controller is installed.
Color Pad Y_ShadowMasterColorYFloat-1 ~ 10Pairs with Color Pad X to pick a spot on the color wheel Visibility: Shown when Ming Light Controller is installed.
Brightness_ShadowMasterColorValueFloat0 ~ 11Brightness of the color-pad tint Visibility: Shown when Ming Light Controller is installed.
Environment Intensity_EnvironmentMasterIntensityFloat0 ~ 41Scales everything the world contributes to the character at once - Environment… Visibility: Shown when Ming Light Controller is installed.
Overall Intensity_OutputMasterIntensityFloat0 ~ 41Brightness multiplier on the finished character after every effect Visibility: Shown when Ming Light Controller is installed.
Overall Saturation_OutputMasterSaturationFloat0 ~ 101Saturation of the finished character after every effect Visibility: Shown when Ming Light Controller is installed.
Overall Tint_OutputMasterTintColor-WhiteColor multiplied into the final output Visibility: Shown when Ming Light Controller is installed.
Palette Tint Amount_OutputMasterTintAmountFloat0 ~ 11How much Shared Palette color reaches the finished character Visibility: Shown when Ming Light Controller is installed.
Color Pad X_OutputMasterColorXFloat-1 ~ 10Color-wheel coordinate laid over the output Base Color Visibility: Shown when Ming Light Controller is installed.
Color Pad Y_OutputMasterColorYFloat-1 ~ 10Pairs with Color Pad X to pick a spot on the color wheel Visibility: Shown when Ming Light Controller is installed.
Brightness_OutputMasterColorValueFloat0 ~ 11Brightness of the color-pad tint Visibility: Shown when Ming Light Controller is installed.

Lighting​

Core Lighting​

Inspector labelPropertyTypeRangeDefaultWhat it does
Lit Brightness_LitBrightnessFloat0 ~ 21Overall brightness multiplier on the lit side
Minimum Final Brightness_LightBrightnessMinimumFloat0 ~ 40.2Floor that stops the character going darker than this in any scene
Maximum Final Brightness_LightBrightnessMaximumFloat0 ~ 81Ceiling that stops the character burning brighter than this in bright scenes
Scene Light Color Influence_LightColorInfluenceFloat0 ~ 11How much the scene light's hue tints the character
Preserve Base Map Color_BaseColorPreservationFloat0 ~ 10.1Controls only how much the scene-light hue tints the completed base color

Additional Light​

Inspector labelPropertyTypeRangeDefaultWhat it does
Environment Color Influence_EnvironmentColorInfluenceFloat0 ~ 11Controls how strongly light-probe and ambient color washes over the surface
Additional Light Reception_AdditionalLightReceiveFloat0 ~ 11Directly scales the RGB peak brightness of point, spot, and other additional…
Additional Light Intensity_AdditionalLightIntensityFloat0 ~ 41Final multiplier applied directly to RGB peak brightness without hidden 0.2-0.5…
Indirect Light Lift_IndirectStrengthFloat0 ~ 21Controls the brightness lift supplied by light-probe and ambient indirect light

Light Volumes​

Inspector labelPropertyTypeRangeDefaultWhat it does
VRC Light Volumes_LightVolumesEnabledToggle-OffReads lighting from Light Volumes placed in the world or scene Visibility: Shown for BRP or URP materials.
Volume Intensity_LightVolumesIntensityFloat0 ~ 41Scales all of the indirect light read from the world's volumes Visibility: Shown for BRP or URP materials.
Normal Bias_LightVolumesNormalBiasFloat0 ~ 0.250.01Pushes the point where the volume is sampled along the surface normal Visibility: Shown for BRP or URP materials.
Point Light Shadows_LightVolumesPointShadowsFloat0 ~ 11Sets how much of the world's baked occlusion the volume point lights obey Visibility: Shown for BRP or URP materials.
Volume Specular_LightVolumesSpecularModeEnumOff / Dominant / FullOffBuilds an environment highlight out of the volume's directional component Visibility: Shown for BRP or URP materials.
Volume Specular Intensity_LightVolumesSpecularStrengthFloat0 ~ 41How strong the volume specular is Visibility: Shown for BRP or URP materials.

Additional Light​

Inspector labelPropertyTypeRangeDefaultWhat it does
Additional Light Color Influence_AdditionalLightColorInfluenceFloat0 ~ 11Controls how much additional-light color affects the surface color
Preserve Base Color under Additional Lights_AdditionalLightBasePreservationFloat0 ~ 101 preserves the original base color most; 0 fully applies the additional-light…
Surface Direction and Toon Shading Influence_AdditionalLightDirectionalInfluenceFloat0 ~ 11Controls how closely additional lights follow surface direction and toon-shading…
Additional Light PBR / Toon Blend_AdditionalLightToonBlendFloat0 ~ 11At 0, uses a smooth standard diffuse direction response; at 1, uses the…
Additional Light Toon Threshold_AdditionalLightToonThresholdFloat-1 ~ 10Sets the normal-to-light threshold where an additional light enters the lit toon…
Additional Light Toon Softness_AdditionalLightToonSoftnessFloat0.001 ~ 10.5Sets the transition width of the additional-light toon band
Additional Light Effect Influence_AdditionalLightEffectInfluenceFloat0 ~ 11Controls additional-light contribution to light-reactive effects such as the…
Additional Light Energy Cap_AdditionalLightBrightnessMaximumFloat0 ~ 40.35Caps the energy that point, spot and other additional lights add to the final…

Light Response Curve​

Inspector labelPropertyTypeRangeDefaultWhat it does
Main Light Response_LightResponseApplyMainFloat-0Remaps the main-light brightness ratio through the four-point curve below
Additional Light Final Attenuation Response_LightResponseApplyAdditionalFloat-0Remaps the final distance-and-shadow attenuation response of point, spot, and…
Response Point 0 (Dark)_LightResponseCurvePoint0Float0 ~ 10Output at input 0
Response Point 1 (1/3)_LightResponseCurvePoint1Float0 ~ 10.3333Output at input 1/3
Response Point 2 (2/3)_LightResponseCurvePoint2Float0 ~ 10.6667Output at input 2/3
Response Point 3 (Bright)_LightResponseCurvePoint3Float0 ~ 11Output at input 1

Brightness Limits​

Inspector labelPropertyTypeRangeDefaultWhat it does
Soften Near The Ceiling_BrightnessSoftKneeFloat0 ~ 10.2Controls how smoothly the main and additional scene lights
Emissive Brightness Maximum_AddedLightBrightnessMaximumFloat0 ~ 83Always applies a final-output ceiling to every additive effect
Rim Light Floor_EdgeRimLightResponseFloorFloat0 ~ 10.5The minimum light multiplier the light-following edge rim and Depth Rim Light…

Virtual Light​

Inspector labelPropertyTypeRangeDefaultWhat it does
Virtual Key Light_MingVirtualLightEnabledToggle-OffA fake key light for worlds that ship no directional light Visibility: Shown when Ming Light Controller is installed.
Mode_MingVirtualLightModeFloat-0Auto preserves the color and brightness of world lights, Light Volumes, and… Visibility: Shown when Ming Light Controller is installed.
Follow Character Front_MingVirtualLightFollowCharacterToggle-OffOn, the key holds the same angle relative to the face however the character… Visibility: Shown when Ming Light Controller is installed.
Yaw_MingVirtualLightYawFloat-180 ~ 1800Horizontal angle of the virtual key light Visibility: Shown when Ming Light Controller is installed.
Pitch_MingVirtualLightPitchFloat-89 ~ 8920Vertical angle of the virtual key light Visibility: Shown when Ming Light Controller is installed.
Light Color_MingVirtualLightColorColor-WhiteColor of the virtual key light Visibility: Shown when Ming Light Controller is installed.
Color Pad X_MingVirtualLightColorXFloat-1 ~ 10Color-wheel coordinate laid over Light Color Visibility: Shown when Ming Light Controller is installed.
Color Pad Y_MingVirtualLightColorYFloat-1 ~ 10Pairs with Color Pad X to pick a spot on the color wheel Visibility: Shown when Ming Light Controller is installed.
Brightness_MingVirtualLightColorValueFloat0 ~ 11Brightness of the color-pad tint Visibility: Shown when Ming Light Controller is installed.
Light Intensity_MingVirtualLightIntensityFloat0 ~ 40.3Brightness of the virtual key light Visibility: Shown when Ming Light Controller is installed.
Yaw Offset_MingVirtualLightYawOffsetFloat-180 ~ 1800Added on top of the yaw above Visibility: Shown when Ming Light Controller is installed.
Pitch Offset_MingVirtualLightPitchOffsetFloat-89 ~ 890Added on top of the pitch above Visibility: Shown when Ming Light Controller is installed.

Shadow (Form Shadow)​

Inspector labelPropertyTypeRangeDefaultWhat it does
Form Shadow_FormShadowEnabledToggle-OnToggles the form shadow - the toon shading that follows light direction

Unified Shadow​

Inspector labelPropertyTypeRangeDefaultWhat it does
Use Unified Shadow_UnifiedShadowEnabledToggle-OnDisplays form, cast, and depth shadows with the single unified color below
Unified Shadow Color_MingUnifiedShadowColorColor-0.8, 0.69, 0.69, 1The single color every shadow converges on
Chroma_MingUnifiedShadowToneFloatFour values2, 1, 0, 0How much of the base color the shadow keeps
Gamma_MingUnifiedShadowGammaFloat0.1 ~ 31Applies gamma to the shadow value axis after chroma and level while preserving…

Shadow Color Map​

Inspector labelPropertyTypeRangeDefaultWhat it does
Use Shadow Color Map_UnifiedShadowColorMapEnabledToggle-OffDistributes the shadow color with a UV map, for cases like hair highlights that…
Shadow Color Map Texture_UnifiedShadowColorMapTexture-None-
Color Map Amount_UnifiedShadowColorMapOpacityFloat0 ~ 110 uses the single unified shadow color; 1 multiplies the texture color in full

Core Shadow​

Inspector labelPropertyTypeRangeDefaultWhat it does
Shadow Color_ShadowColorEnabledToggle-OnMaster switch for shadow coloring
1st Shadow Color_FormShadowColorColor-WhiteColor of the 1st form shadow
1st Shadow Brightness_FormShadowBrightnessFloat0 ~ 10.8Brightness multiplier on the first form-shadow color
1st Shadow Blend Mode_FormShadowColorBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayMultiply-
1st Shadow Blend Amount_FormShadowColorBlendOpacityFloat0 ~ 11How strongly the 1st shadow color blends into the result
1st Shadow Coverage_FormShadowMidPointFloat-1 ~ 10Where the 1st shadow boundary sits
1st Shadow Blur_FormShadowSoftnessFloat0.001 ~ 20.3Width of the terminator blur

Second Shadow​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable 2nd Shadow_FormShadow2ndEnabledToggle-OffAdds a second, deeper shadow band for a three-tone cel look Visibility: Shown while Unified Shadow is off.
2nd Shadow Color_FormShadow2ndColorColor-WhiteColor of the 2nd, deeper form shadow Visibility: Shown while Unified Shadow is off.
2nd Shadow Brightness_FormShadow2ndBrightnessFloat0 ~ 10.6Brightness multiplier on the second form-shadow color Visibility: Shown while Unified Shadow is off.
2nd Shadow Blend Mode_FormShadow2ndColorBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayMultiplyVisibility: Shown while Unified Shadow is off.
Blend Opacity_FormShadow2ndColorBlendOpacityFloat0 ~ 11How strongly the 2nd shadow color blends into the result Visibility: Shown while Unified Shadow is off.
2nd Shadow Coverage_FormShadow2ndMidPointFloat-1 ~ 1-0.6Boundary of the 2nd shadow Visibility: Shown while Unified Shadow is off.
2nd Shadow Blur_FormShadow2ndSoftnessFloat0.001 ~ 20.8Width of the second shadow's edge blur Visibility: Shown while Unified Shadow is off.

Shadow Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Normal Map Influence_ShadowNormalInfluenceFloat0 ~ 110 uses the mesh normal; 1 applies the complete stacked normal result
Shadow Ambient Influence_ShadowAmbientInfluenceFloat0 ~ 10.2How much the shadow takes on the ambient light's hue
Dark Base Shadow Contrast_ShadowDarkBaseContrastFloat0 ~ 10.8Darkens authored shadow colours more as the base colour gets darker, so black or…
Front Light Shadow Shift_FormShadowFrontLightShiftFloat0 ~ 10.5Shifts the form-shadow boundary toward the lit side when view and light face the…
Back Light Shadow Shift_FormShadowBackLightShiftFloat0 ~ 10.5Shifts the form-shadow boundary on the back-lit side when view and light oppose…

Shadow Boundary​

Inspector labelPropertyTypeRangeDefaultWhat it does
Use Shadow Boundary_ShadowBorderEnabledToggle-OnEnables the colored boundary effect between lit and shadowed regions
Boundary Color_ShadowBorderColorColor-1, 0.53, 0.31, 1Color laid along the 1st shadow boundary - typically a faint warm red on skin…
Boundary Blend Mode_ShadowBorderColorBlendModeEnumStudioRaming.MingToon.MingBoundaryBlendMode5How the boundary color is laid over the lit side
Blend Opacity_ShadowBorderColorBlendOpacityFloat0 ~ 11How strongly the boundary color blends in
Boundary Overlay Mode_ShadowBorderOverlayToggle-OffWhether the boundary color band straddles the terminator or stays inside the…
Boundary Width_ShadowBorderWidthFloat0 ~ 20.5Width of the colored band laid on the terminator
Boundary Blur_ShadowBorderBlurFloat0.001 ~ 20.5Blur width at the edge of the boundary band
Boundary Intensity_ShadowBorderStrengthFloat0 ~ 10.3Opacity of the boundary band
Boundary Base Map Mix_ShadowBorderBaseColorMixFloat0 ~ 10.50 draws the boundary in the flat color you picked; 1 blends it with the Base Map…

Cast Shadow​

Inspector labelPropertyTypeRangeDefaultWhat it does
Cast Shadow_CastShadowEnabledToggle-OnWhether the character receives projected (cast) shadows from other objects and…

Cast Shadow​

Inspector labelPropertyTypeRangeDefaultWhat it does
Cast Shadow Tint_CastShadowColorColor-WhiteTint applied to received cast shadows
Cast Shadow Brightness_CastShadowBrightnessFloat0 ~ 10.8Brightness multiplier on the cast-shadow color
Cast Shadow Blend Mode_CastShadowColorBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayMultiply-
Blend Opacity_CastShadowColorBlendOpacityFloat0 ~ 11How strongly the cast shadow tint blends into the result
Receive Intensity_CastShadowReceiveStrengthFloat0 ~ 11How much real-time cast shadow this surface receives
PBR / Toon Blend_CastShadowToonBlendFloat0 ~ 100 keeps Unity's soft shadow falloff; 1 snaps it into a hard toon band
Cast Toon Band Softness_CastShadowSoftnessFloat0.001 ~ 10.001Adjusts the PBR-to-toon transition width of the cast-shadow band

Boundary Feather​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Projection Feather_CastProjectionFeatherEnabledToggle-OffDisables the additional projection-edge samples when off
Projection Feather Radius_CastProjectionFeatherRadiusFloat0 ~ 200.5Sets the feather radius as a camera-stable width: it is distance-corrected so…
Projection Feather Intensity_CastProjectionFeatherStrengthFloat0 ~ 100100Controls projection-edge feather amount from 0 to 100 percent

Shadow Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Unify With Depth Shadow_LinkDepthShadowToCastShadowToggle-OffTies the depth shadow to the cast-shadow color so overlapping areas do not…
Cast Indirect Lift_CastShadowIndirectLiftFloat0 ~ 10Adds the ambient (SH) light back into cast shadows as an additive floor, so they…

Shadow Options​

Inspector labelPropertyTypeRangeDefaultWhat it does
Cast Edge Feather Quality_CastProjectionFeatherQualityEnumLight3Tap / Standard5Tap / High9TapLight3TapLight uses 3 taps, Standard 5, and High 9: one center tap plus a golden-angle…
Suppress Self Cast Shadow_SelfShadowCasterBiasEnabledToggle-OffReduces the real-time shadow a mesh casts onto itself
Self Shadow Caster Bias_SelfShadowCasterBiasFloat0 ~ 0.10How far the shadow caster is pushed off the surface
Suppress Backlit Silhouette_CastShadowBackfaceSuppressionToggle-OnSkips cast shadow on faces turned away from the light
Backlit Suppression Offset_CastShadowBackfaceSuppressionOffsetFloat0 ~ 10.25How far past the form-shadow boundary, toward the dark side, backlit suppression…

Shadow Pattern (Screentone)​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Shadow Pattern_ShadowPatternEnabledToggle-OffApplies a screentone to the form shadow, the depth shadow, or both
Pattern Style_ShadowPatternStyleEnumRecolor / OverlayRecolorRecolor redraws the shadow coverage as the screentone shape, so the strokes take…
Use Shape Tile_ShadowPatternTileEnabledToggle-OffSwaps the shape drawn inside each cell for a tile image
Shape Tile_ShadowPatternTileTexture-NoneThe five shipped tiles - dots, fine dots, lines, crosshatch, stipple - are in…
Ink Color_ShadowPatternColorColor-0.16, 0.13, 0.15, 1Ink color the screentone strokes print with in Overlay style
Shadow Pattern Ink Blend Mode_ShadowPatternColorBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayMultiply-
Blend Opacity_ShadowPatternColorBlendOpacityFloat0 ~ 11How strongly the ink color blends in
Pattern Intensity_ShadowPatternStrengthFloat0 ~ 11Mix between the original smooth shadow and the patterned one
Pattern Density_ShadowPatternScaleFloat0.25 ~ 240120How many cells fill one mesh-projection unit
Pattern Rotation_ShadowPatternRotationFloat0 ~ 36078Angle of the pattern grid
Pattern Edge Softness_ShadowPatternSoftnessFloat0 ~ 0.50.14The blur width at the mark's edge
Pattern Target_ShadowPatternTargetEnumForm / Depth / BothFormApply the pattern to form shadow, depth shadow, or both
Pattern Space_ShadowPatternSpaceEnumMesh / ScreenMeshMesh sticks the pattern to the surface so it travels with the character
Distance Compensation_ShadowPatternDistanceCompensationFloat0 ~ 11At 1 the cell count is fully locked to the mesh
FOV / Projection Compensation_ShadowPatternProjectionCompensationFloat0 ~ 10.5At 1 the same mesh region keeps its pattern density across perspective FOV and…
Keep Pattern in Full Shadow_ShadowPatternFullShadowEnabledToggle-OnOff lets the dots merge into a solid fill as shadow deepens
Full Shadow Fill_ShadowPatternFullShadowLevelFloat0.1 ~ 11Closer to 1 approaches a solid fill; lower values leave more of the pattern…