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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 labelTypeRangeDefaultWhat it does
Everything That Adds Light · IntensityFloat0 ~ 41Scales every light-adding layer at once - Edge Rim, front light, Fresnel rim…
Everything That Adds Light · Base ColorColor-WhiteColor multiplied into every light-adding layer
Everything That Adds Light · Palette Tint AmountFloat0 ~ 11How much Shared Palette color reaches the highlight group
Everything That Adds Light · Color Pad XFloat-1 ~ 10Color-wheel coordinate laid over Base Color
Everything That Adds Light · Color Pad YFloat-1 ~ 10Pairs with Color Pad X to pick a spot on the color wheel
Everything That Adds Light · BrightnessFloat0 ~ 11Brightness of the color-pad tint
Edge Rim MultiplierFloat0 ~ 41Multiplies only Depth Rim Light, Fresnel Rim, Edge Rim and the edge layer of SSSSS…
Edge Rim Maximum MultiplierFloat0 ~ 80Ceiling after those four have been added together
Edge Rim Minimum MultiplierFloat0 ~ 10.5The floor on the light response of the rims that follow the light - Edge Rim, Fresnel Rim and Depth Rim Light
Every Shadow · IntensityFloat0 ~ 41One more multiply on the shadowed area after form, AO, rim shade, cast and depth…
Every Shadow · Base ColorColor-WhiteColor multiplied over the whole shadowed area
Every Shadow · Palette Tint AmountFloat0 ~ 11How much Shared Palette color reaches the shadowed area
Every Shadow · Color Pad XFloat-1 ~ 10Color-wheel coordinate laid over the shadow Base Color
Every Shadow · Color Pad YFloat-1 ~ 10Pairs with Color Pad X to pick a spot on the color wheel
Every Shadow · BrightnessFloat0 ~ 11Brightness of the color-pad tint
Environment IntensityFloat0 ~ 41Scales everything the world contributes to the character at once - Environment…
Overall IntensityFloat0 ~ 41Brightness multiplier on the finished character after every effect
Overall SaturationFloat0 ~ 101Saturation of the finished character after every effect
Overall Emission IntensityFloat0 ~ 41Multiplies the final combined contribution of both emission layers and MatCap…
Overall TintColor-WhiteColor multiplied into the final output
Final Output · Palette Tint AmountFloat0 ~ 11How much Shared Palette color reaches the finished character
Final Output · Color Pad XFloat-1 ~ 10Color-wheel coordinate laid over the output Base Color
Final Output · Color Pad YFloat-1 ~ 10Pairs with Color Pad X to pick a spot on the color wheel
Final Output · BrightnessFloat0 ~ 11Brightness of the color-pad tint
Performance Distance (m)Float1 ~ 505Inside this distance from the camera more of the heavy modules run
Performance Distance ScaleFloat0 ~ 21Multiplier on Performance Distance (m)

Lighting​

Inspector labelTypeRangeDefaultWhat it does
Lit BrightnessFloat0 ~ 21Overall brightness multiplier on the lit side
Environment Color InfluenceFloat0 ~ 11Controls how strongly light-probe and ambient color washes over the surface
Indirect Light LiftFloat0 ~ 21Controls the brightness lift supplied by light-probe and ambient indirect light
Preserve Base Map ColorFloat0 ~ 10.1Controls only how much the scene-light hue tints the completed base color
Scene Light Color InfluenceFloat0 ~ 11How much the scene light's hue tints the character
Main Light ResponseFloat-0Remaps the main-light brightness ratio through the four-point curve below
Additional Light Final Attenuation ResponseFloat-0Remaps the final distance-and-shadow attenuation response of point, spot, and…
Response Point 0 (Dark)Float0 ~ 10Output at input 0
Response Point 1 (1/3)Float0 ~ 10.3333Output at input 1/3
Response Point 2 (2/3)Float0 ~ 10.6667Output at input 2/3
Response Point 3 (Bright)Float0 ~ 11Output at input 1
Minimum Final BrightnessFloat0 ~ 40.2Floor that stops the character going darker than this in any scene
Maximum Final BrightnessFloat0 ~ 81Ceiling that stops the character burning brighter than this in bright scenes
Soften Near The CeilingFloat0 ~ 10.2Controls how smoothly the main and additional scene lights
Added Light Brightness MaximumFloat0 ~ 83Applies a final-output ceiling to every additive effect, including Edge Rim
Additional Light ReceptionFloat0 ~ 11Directly scales the RGB peak brightness of point, spot, and other additional…
Additional Light IntensityFloat0 ~ 41Final multiplier applied directly to RGB peak brightness without hidden 0.2-0.5…
Additional Light Color InfluenceFloat0 ~ 11Controls how much additional-light color affects the surface color
Preserve Base Color under Additional LightsFloat0 ~ 101 preserves the original base color most; 0 fully applies the additional-light…
Surface Direction and Toon Shading InfluenceFloat0 ~ 11Controls how closely additional lights follow surface direction and toon-shading…
Additional Light PBR / Toon BlendFloat0 ~ 11At 0, uses a smooth standard diffuse direction response; at 1, uses the…
Additional Light Toon ThresholdFloat-1 ~ 10Sets the normal-to-light threshold where an additional light enters the lit toon…
Additional Light Toon SoftnessFloat0.001 ~ 10.5Sets the transition width of the additional-light toon band
Additional Light Effect InfluenceFloat0 ~ 11Controls additional-light contribution to light-reactive effects such as the…
Additional Light Energy CapFloat0 ~ 40.35Caps the energy that point, spot and other additional lights add to the final…
VRC Light Volumes (Test)Toggle-OffAn in-editor test toggle
Volume IntensityFloat0 ~ 41Scales all of the indirect light read from the world's volumes
Darkening ResponseFloat0 ~ 10.8Controls how much darkening is retained when the volume energy is below neutral…
Brightening ResponseFloat0 ~ 11Controls how much brightening is retained when the volume energy is above…
Normal BiasFloat0 ~ 0.250.01Pushes the point where the volume is sampled along the surface normal
Point Light ShadowsFloat0 ~ 11Sets how much of the world's baked occlusion the volume point lights obey
Volume SpecularEnumOff / Dominant / FullOffBuilds an environment highlight out of the volume's directional component
Volume Specular IntensityFloat0 ~ 41How strong the volume specular is
Virtual Key LightToggle-OffA fake key light for worlds that ship no directional light
ModeFloat-0Auto preserves the color and brightness of world lights, Light Volumes, and…
Follow Character FrontToggle-OffOn, the key holds the same angle relative to the face however the character…
YawFloat-180 ~ 1800Horizontal angle of the virtual key light
PitchFloat-89 ~ 8920Vertical angle of the virtual key light
Light ColorColor-WhiteColor of the virtual key light
Color Pad XFloat-1 ~ 10Color-wheel coordinate laid over Light Color
Color Pad YFloat-1 ~ 10Pairs with Color Pad X to pick a spot on the color wheel
BrightnessFloat0 ~ 11Brightness of the color-pad tint
Light IntensityFloat0 ~ 40.3Brightness of the virtual key light
Yaw OffsetFloat-180 ~ 1800Added on top of the yaw above
Pitch OffsetFloat-89 ~ 890Added on top of the pitch above

Form Shadow​

Inspector labelTypeRangeDefaultWhat it does
Form ShadowToggle-OnToggles the form shadow - the toon shading that follows light direction
Normal Map InfluenceFloat0 ~ 110 uses the mesh normal; 1 applies the complete stacked normal result
1st Shadow BorderFloat-1 ~ 10Where the 1st shadow boundary sits
1st Shadow BlurFloat0.001 ~ 20.3Width of the terminator blur
1st Shadow Blend AmountFloat0 ~ 11How strongly the 1st shadow color blends into the result
Remove Default Face Form ShadowFloat0 ~ 10At 1 the form shadow is erased on the face area entirely
Face BorderFloat-1 ~ 10Form-shadow threshold used only on the face area
Face SoftnessFloat0.001 ~ 20.15Blur width of the form-shadow terminator on the face area
Enable 2nd ShadowToggle-OffAdds a second, deeper shadow band for a three-tone cel look
2nd Shadow BorderFloat-1 ~ 1-0.6Boundary of the 2nd shadow
2nd Shadow BlurFloat0.001 ~ 20.8Width of the second shadow's edge blur
Front Light Shadow ShiftFloat0 ~ 10.5Shifts the form-shadow boundary toward the lit side when view and light face the…
Back Light Shadow ShiftFloat0 ~ 10.5Shifts the form-shadow boundary on the back-lit side when view and light oppose…

Shadow Projection​

Inspector labelTypeRangeDefaultWhat it does
Shadow ProjectionToggle-OnWhether the character receives projected (cast) shadows from other objects and…
Receive IntensityFloat0 ~ 11How much real-time cast shadow this surface receives
PBR / Toon BlendFloat0 ~ 100 keeps Unity's soft shadow falloff; 1 snaps it into a hard toon band
Unify With Depth ShadowToggle-OffTies the depth shadow to the cast-shadow color so overlapping areas do not…
Enable Projection FeatherToggle-OffDisables the additional projection-edge samples when off
Cast Edge Feather QualityEnumLight3Tap / Standard5Tap / High9TapLight3TapLight uses 3 taps, Standard 5, and High 9: one center tap plus a golden-angle…
Projection Feather RadiusFloat0 ~ 200.5Sets the feather radius as a camera-stable width: it is distance-corrected so…
Projection Feather IntensityFloat0 ~ 100100Controls projection-edge feather amount from 0 to 100 percent
Cast Toon Band SoftnessFloat0.001 ~ 10.001Adjusts the PBR-to-toon transition width of the cast-shadow band
Suppress Self Cast ShadowToggle-OffReduces the real-time shadow a mesh casts onto itself
Self Shadow Caster BiasFloat0 ~ 0.10How far the shadow caster is pushed off the surface
Cast Indirect LiftFloat0 ~ 10Adds the ambient (SH) light back into cast shadows as an additive floor, so they…
Suppress Backlit SilhouetteToggle-OnSkips cast shadow on faces turned away from the light
Backlit Suppression OffsetFloat0 ~ 10.25How far past the form-shadow boundary, toward the dark side, backlit suppression…

Shadow Color​

Inspector labelTypeRangeDefaultWhat it does
Shadow ColorToggle-OnMaster switch for shadow coloring
Shadow Ambient InfluenceFloat0 ~ 10.2Applies the scene ambient SH color once to every final shadow family
Enable Unified ShadowToggle-OnCollapses form, cast and depth shadows onto one final color so overlaps do not…
Screen-Space Shadow Overlap Depth (0 = fully merged)Float0 ~ 10.5Extra depth applied only where Depth Shadow or SSAO overlaps another shadow
Use Shadow Color MapToggle-OffDistributes the unified shadow color with a UV map, for cases like hair…
Color Map AmountFloat0 ~ 110 uses the single unified shadow color; 1 multiplies the texture color in full
1st Shadow ColorColor-WhiteColor of the 1st form shadow
1st Shadow BrightnessFloat0 ~ 10.8Brightness multiplier on the first form-shadow color
2nd Shadow ColorColor-WhiteColor of the 2nd, deeper form shadow
2nd Shadow BrightnessFloat0 ~ 10.6Brightness multiplier on the second form-shadow color
Cast Shadow TintColor-WhiteTint applied to received cast shadows
Cast Shadow BrightnessFloat0 ~ 10.8Brightness multiplier on the cast-shadow color
Depth Shadow ColorColor-WhiteColor of the depth shadow - the depth-based shadow hair drops on the face
Shadow BrightnessFloat0 ~ 10.6Brightness multiplier on the depth shadow color; lower is darker
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
Rim Shade ColorColor-WhiteColor painted only where Rim Shade covers
Blend OpacityFloat0 ~ 10How much of the Rim Shade color is applied
BrightnessFloat0 ~ 10.8Brightness of the Rim Shade color
Use Shadow BoundaryToggle-OnEnables the colored boundary effect between lit and shadowed regions
Boundary ColorColor-1, 0.53, 0.31, 1Color laid along the 1st shadow boundary - typically a faint warm red on skin…
Boundary Overlay ModeToggle-OffWhether the boundary color band straddles the terminator or stays inside the…
Boundary WidthFloat0 ~ 20.5Width of the colored band laid on the terminator
Boundary BlurFloat0.001 ~ 20.5Blur width at the edge of the boundary band
Boundary IntensityFloat0 ~ 10.3Opacity of the boundary band
Boundary Base Map MixFloat0 ~ 10.50 draws the boundary in the flat color you picked; 1 blends it with the Base Map…

Shadow Pattern (Screentone)​

Inspector labelTypeRangeDefaultWhat it does
Enable Shadow PatternToggle-OffApplies a screentone to the form shadow, the depth shadow, or both
Use Shape TileToggle-OffSwaps the shape drawn inside each cell for a tile image
Shape TileTexture-NoneThe five shipped tiles - dots, fine dots, lines, crosshatch, stipple - are in…
Pattern TargetEnumForm / Depth / BothFormApply the pattern to form shadow, depth shadow, or both
Pattern SpaceEnumMesh / ScreenMeshMesh sticks the pattern to the surface so it travels with the character
Pattern StyleEnumRecolor / OverlayRecolorRecolor redraws the shadow coverage as the screentone shape, so the strokes take…
Ink ColorColor-0.16, 0.13, 0.15, 1Ink color the screentone strokes print with in Overlay style
Blend OpacityFloat0 ~ 11How strongly the ink color blends in
Pattern DensityFloat0.25 ~ 120120How many cells fill one mesh-projection unit
Distance CompensationFloat0 ~ 11At 1 the cell count is fully locked to the mesh
FOV / Projection CompensationFloat0 ~ 10.5At 1 the same mesh region keeps its pattern density across perspective FOV and…
Pattern RotationFloat0 ~ 36078Angle of the pattern grid
Pattern Edge SoftnessFloat0 ~ 0.50.14The blur width at the mark's edge
Pattern IntensityFloat0 ~ 11Mix between the original smooth shadow and the patterned one
Keep Pattern in Full ShadowToggle-OnOff lets the dots merge into a solid fill as shadow deepens
Full Shadow FillFloat0.1 ~ 11Closer to 1 approaches a solid fill; lower values leave more of the pattern…