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Rim

These fields bring out the silhouette and separate the character from the background. Stack them and it gets overdone fast.

This page is a table for looking up values. If you want the order to turn things on in, see the Rim 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.

Rim Shade​

Inspector labelTypeRangeDefaultWhat it does
Enable Rim ShadeToggle-OffOff by default
Shadow Contribution IntensityFloat0 ~ 11Range 0-1; default 1
WidthFloat0 ~ 10.2Range 0-1; default 0.2
SoftnessFloat0 ~ 10.4Range 0-1; default 0.4
Normal Map InfluenceFloat0 ~ 110 = mesh normal, 1 = fully stacked normal maps
Enable Rim Shade MaskToggle-Off-

Rim Light​

Inspector labelTypeRangeDefaultWhat it does
Enable Fresnel RimToggle-OnOn by default
Fresnel Rim ColorColor-2.67, 2.67, 2.67, 1HDR rim-light color; default is (26.17, 26.17, 26.17)
Fresnel Rim Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayOverlayChooses Normal, Multiply, Add, Screen, Color, or Overlay for the rim
Blend OpacityFloat0 ~ 11How strongly the fresnel rim blends in
Color PurityFloat0 ~ 101Saturation after the base color and Fresnel-rim tint are composed
IntensityFloat0 ~ 201Range 0-20; default 1
Enable Fresnel Rim MaskToggle-Off-
WidthFloat0 ~ 10.5Range 0-1; default 0.5
SoftnessFloat0 ~ 10.2Range 0-1; default 0.2
Light-Side EmphasisFloat0 ~ 10.80 keeps rim brightness uniform around the form; 1 keeps only the side reached by…
View AlignmentFloat0 ~ 10.8Chooses the axis that places the rim area
Shadow VisibilityFloat0 ~ 10Range 0-1; default 0
Base Color InfluenceFloat0 ~ 10.50 uses the rim color as authored; 1 multiplies it by the Base Map so each…
Scene Light InfluenceFloat0 ~ 110 keeps the rim at a constant strength regardless of the scene; 1 lets it dim as…
Normal Map InfluenceFloat0 ~ 11Range 0-1; default 1
Distance CompensationFloat0 ~ 11Range 0-1; default 1
Projection / FOV CompensationFloat0 ~ 11Range 0-1; default 1

Front Light​

Inspector labelTypeRangeDefaultWhat it does
Enable Front LightToggle-OnOn by default
Front Light ColorColor-WhiteHDR front-light color; default is (1, 1, 1)
Front Light Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayOverlayChooses Normal, Multiply, Add, Screen, Color, or Overlay for the front light
Blend OpacityFloat0 ~ 10.1How strongly the front light blends into the final color
Color PurityFloat0 ~ 101Saturation after the base color and front-light tint are composed
IntensityFloat0 ~ 100.3Range 0-10; default 0.3
Area SizeFloat0 ~ 10.5Range 0-1; default 0.5
SoftnessFloat0 ~ 10.5Range 0-1; default 0.5
Highlight Core SizeFloat0 ~ 11Range 0-1; default 1
Highlight Core IntensityFloat0 ~ 21Range 0-2; default 1
Light Direction InfluenceFloat0 ~ 11Range 0-1; default 1
View Direction InfluenceFloat0 ~ 10Range 0-1; default 0
Normal InfluenceFloat0 ~ 11Range 0-1; default 1
Shadow VisibilityFloat0 ~ 11Range 0-1; default 1
Base Color InfluenceFloat0 ~ 10Range 0-1; default 0
Scene Light InfluenceFloat0 ~ 11Range 0-1; default 1

Edge Rim​

Inspector labelTypeRangeDefaultWhat it does
Enable Edge RimToggle-OnEnables the rim that follows the contour
Edge Rim ColorColor-2, 2, 2, 1HDR Edge Rim color
Edge Rim Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddChooses how the rim blends into the surface
Blend OpacityFloat0 ~ 11How strongly the rim blends into the final color
Color PurityFloat0 ~ 101Saturation after the base color and Edge Rim tint are composed
IntensityFloat0 ~ 102Brightness multiplier for the rim and its backlit boost
Edge Width (Pixels)Float0 ~ 320Minimum on-screen pixel width for the gradient
WidthFloat0 ~ 10.5Range 0-1; default 0.5
SoftnessFloat0 ~ 10.3Range 0-1; default 0.3
Area InvertToggle-OffMoves the selected area to the opposite side
DirectivityFloat0 ~ 10How tightly the rim follows the light
View IntensityFloat0 ~ 10How much the view direction shapes the rim
Light Direction InfluenceFloat0 ~ 10Removes the rim from the side the light does not reach
Normal InfluenceFloat0 ~ 110 uses the mesh normal; 1 uses the stacked normal maps
Mask StrengthFloat0 ~ 11How much the Fresnel Rim mask affects this layer
Contour TightnessFloat0 ~ 10Keeps the rim on curvature contours
Shadow VisibilityFloat0 ~ 10.5How much of the rim survives inside shadow
Base Color InfluenceFloat0 ~ 10.50 uses the rim color; 1 fully multiplies it by the Base Map
Scene Light InfluenceFloat0 ~ 11How much the rim follows scene brightness
Backlit Intensity BoostFloat0 ~ 40Adds brightness while the light is behind the subject
Backlit Width BoostFloat0 ~ 40Widens the rim outward while backlit

Backlight​

Inspector labelTypeRangeDefaultWhat it does
Enable BacklightToggle-OffEnables lilToon-style wrapped backlight
Backlight ColorColor-0.85, 0.8, 0.7, 1HDR backlight color
Use Color MapToggle-OffUses a texture for the backlight color
Color MapTexture-NoneBacklight color map
Backlight Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddChooses how the backlight blends into the surface
Blend OpacityFloat0 ~ 11How strongly the backlight blends into the final color
Color PurityFloat0 ~ 101Saturation after the base color and backlight tint are composed
IntensityFloat0 ~ 101Backlight brightness multiplier
Mask StrengthFloat0 ~ 11How much the Fresnel Rim mask affects the backlight
WidthFloat0 ~ 10.35Boundary where the backlight band starts
SoftnessFloat0 ~ 10.05Blur of the backlight boundary
Backlight DirectivityFloat0 ~ 325Exponent for how tightly the band follows light behind the subject
View WrapFloat0 ~ 11How far the light wraps around the surface
Normal InfluenceFloat0 ~ 11Range 0-1; default 1
Shadow VisibilityFloat0 ~ 10How much of the backlight survives inside shadow
Base Color InfluenceFloat0 ~ 100 uses the backlight color; 1 multiplies it by the Base Map
Scene Light InfluenceFloat0 ~ 11How much the backlight follows scene brightness
Backface MaskFloat0 ~ 11On, the backlight is not drawn on back faces

Shadow Interior Reflection​

Inspector labelTypeRangeDefaultWhat it does
Enable Shadow Interior ReflectionToggle-OnOn by default
Shadow Interior Reflection ColorColor-1.5, 1.5, 1.5, 1HDR color for the shadow-interior reflection; default is (3.81, 3.81, 3.81)
Shadow Reflection Blend ModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddChooses Normal, Multiply, Add, Screen, Color, or Overlay for the shadow…
Blend OpacityFloat0 ~ 11How strongly the shadow interior reflection layer blends in
Color PurityFloat0 ~ 101Saturation after the base color and shadow-reflection tint are composed
IntensityFloat0 ~ 200.5Brightness multiplier
WidthFloat0 ~ 10.8Range 0-1; default 0.8
SoftnessFloat0 ~ 10.8Range 0-1; default 0.8
Normal Map InfluenceFloat0 ~ 110 uses the mesh normal; 1 uses the fully stacked normal maps for the reflection…
Shadow ThresholdFloat0 ~ 10.8The reflection appears in shadow beyond this threshold; Shadow Softness smooths…
Shadow SoftnessFloat0.001 ~ 11Transition width between the lit surface and the shadow-only reflection
Base Color InfluenceFloat0 ~ 10.70 uses the reflection color alone; 1 fully multiplies it by the Base Map color
Scene Light InfluenceFloat0 ~ 110 keeps the reflection independent of scene brightness; 1 dims it with scene…
Light-Side EmphasisFloat0 ~ 11Range 0-1; default 1
Ambient Color InfluenceFloat0 ~ 11Range 0-1; default 1
Additional Light InfluenceFloat0 ~ 10.5Range 0-1; default 1
Visibility in Cast ShadowFloat0 ~ 110 hides the interior reflection inside the cast shadow; 1 keeps it fully visible…
Visibility in Depth ShadowFloat0 ~ 100 hides the interior reflection inside the depth shadow (default); 1 keeps it…
Use MaskToggle-OffWhen off, the shader skips the mask texture fetch