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 label | Property | Type | Range | Default | What it does |
|---|
| Enable Rim Shade | _RimShadeEnabled | Toggle | - | Off | Off by default |
| Rim Shade Color | _RimShadeColor | Color | - | White | Color painted only where Rim Shade covers |
| Rim Shade Color Blend Mode | _RimShadeColorBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Multiply | - |
| Blend Opacity | _RimShadeColorBlendOpacity | Float | 0 ~ 1 | 0 | How much of the Rim Shade color is applied |
| Brightness | _RimShadeColorBrightness | Float | 0 ~ 1 | 0.8 | Brightness of the Rim Shade color |
| Enable Rim Shade Mask | _RimShadeMaskEnabled | Toggle | - | Off | - |
| Shadow Contribution Intensity | _RimShadeIntensity | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Width | _RimShadeWidth | Float | 0 ~ 1 | 0.2 | Range 0-1; default 0.2 |
| Rim Shade Area Invert | _RimShadeAreaInvert | Toggle | - | Off | - |
| Softness | _RimShadeSoftness | Float | 0 ~ 1 | 0.4 | Range 0-1; default 0.4 |
| Normal Map Influence | _RimShadeNormalInfluence | Float | 0 ~ 1 | 1 | 0 = mesh normal, 1 = fully stacked normal maps |
Reflection in Shadow (Shadow Reflection)
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Enable Shadow Reflection | _ShadowReflectionEnabled | Toggle | - | On | On by default |
Shadow Reflection Core
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Shadow Reflection Color | _ShadowReflectionColor | Color | - | 1.5, 1.5, 1.5, 1 | HDR color for the shadow-interior reflection; default is (3.81, 3.81, 3.81) |
| Shadow Reflection Blend Mode | _ShadowReflectionBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Add | Chooses Normal, Multiply, Add, Screen, Color, or Overlay for the shadow… |
| Blend Opacity | _ShadowReflectionBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the shadow interior reflection layer blends in |
| Color Purity | _ShadowReflectionColorPurity | Float | 0 ~ 10 | 1 | Saturation after the base color and shadow-reflection tint are composed |
| Base Color Influence | _ShadowReflectionBaseColorInfluence | Float | 0 ~ 1 | 0.7 | 0 uses the reflection color alone; 1 fully multiplies it by the Base Map color |
| Intensity | _ShadowReflectionIntensity | Float | 0 ~ 20 | 0.5 | Brightness multiplier |
Mask
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Use Mask | _ShadowReflectionMaskEnabled | Toggle | - | Off | When off, the shader skips the mask texture fetch |
| Shadow Interior Reflection Mask | _ShadowReflectionMask | Texture | - | None | - |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Width | _ShadowReflectionWidth | Float | 0 ~ 1 | 0.8 | Range 0-1; default 0.8 |
| Shadow Interior Reflection Area Invert | _ShadowReflectionAreaInvert | Toggle | - | Off | - |
| Shadow Threshold | _ShadowReflectionShadowThreshold | Float | 0 ~ 1 | 0.8 | The reflection appears in shadow beyond this threshold; Shadow Softness smooths… |
| Softness | _ShadowReflectionSoftness | Float | 0 ~ 1 | 0.8 | Range 0-1; default 0.8 |
| Shadow Softness | _ShadowReflectionShadowSoftness | Float | 0.001 ~ 1 | 1 | Transition width between the lit surface and the shadow-only reflection |
Light Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Light-Side Emphasis | _ShadowReflectionLightDirectionInfluence | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Normal Map Influence | _ShadowReflectionNormalInfluence | Float | 0 ~ 1 | 1 | 0 uses the mesh normal; 1 uses the fully stacked normal maps for the reflection… |
| Scene Light Influence | _ShadowReflectionSceneLightInfluence | Float | 0 ~ 1 | 1 | 0 keeps the reflection independent of scene brightness; 1 dims it with scene… |
| Ambient Color Influence | _ShadowReflectionAmbientInfluence | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Additional Light Influence | _ShadowReflectionAdditionalLightInfluence | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
| Visibility in Cast Shadow | _ShadowReflectionCastShadowVisibility | Float | 0 ~ 1 | 1 | 0 hides the interior reflection inside the cast shadow; 1 keeps it fully visible… |
| Visibility in Depth Shadow | _ShadowReflectionDepthShadowVisibility | Float | 0 ~ 1 | 0 | 0 hides the interior reflection inside the depth shadow (default); 1 keeps it… |
| Mask Strength | _ShadowReflectionMaskStrength | Float | 0 ~ 1 | 1 | The Fresnel Rim's mask map is shared by the edge rim, the shadow interior |
Rim Light
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Enable Fresnel Rim | _FresnelRimEnabled | Toggle | - | On | On by default |
Fresnel Core
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Fresnel Rim Color | _FresnelRimColor | Color | - | 2.67, 2.67, 2.67, 1 | HDR rim-light color; default is (26.17, 26.17, 26.17) |
| Fresnel Rim Blend Mode | _FresnelRimBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Overlay | Chooses Normal, Multiply, Add, Screen, Color, or Overlay for the rim |
| Blend Opacity | _FresnelRimBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the fresnel rim blends in |
| Color Purity | _FresnelRimColorPurity | Float | 0 ~ 10 | 1 | Saturation after the base color and Fresnel-rim tint are composed |
| Base Color Influence | _FresnelRimBaseColorInfluence | Float | 0 ~ 1 | 0.5 | 0 uses the rim color as authored; 1 multiplies it by the Base Map so each… |
| Intensity | _FresnelRimIntensity | Float | 0 ~ 20 | 1 | Range 0-20; default 1 |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Width | _FresnelRimWidth | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
| Fresnel Rim Area Invert | _FresnelRimAreaInvert | Toggle | - | Off | - |
| Softness | _FresnelRimSoftness | Float | 0 ~ 1 | 0.2 | Range 0-1; default 0.2 |
Mask
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Enable Fresnel Rim Mask | _FresnelRimMaskEnabled | Toggle | - | Off | - |
| Fresnel Rim Mask | _FresnelRimMask | Texture | - | None | - |
Light Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Light-Side Emphasis | _FresnelRimLightDirectionInfluence | Float | 0 ~ 1 | 0.8 | 0 keeps rim brightness uniform around the form; 1 keeps only the side reached by… |
| View Alignment | _FresnelRimViewStrength | Float | 0 ~ 1 | 0.8 | Chooses the axis that places the rim area |
| Normal Map Influence | _FresnelRimNormalInfluence | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Scene Light Influence | _FresnelRimSceneLightInfluence | Float | 0 ~ 1 | 1 | 0 keeps the rim at a constant strength regardless of the scene; 1 lets it dim as… |
| Shadow Visibility | _FresnelRimShadowVisibility | Float | 0 ~ 1 | 0 | Range 0-1; default 0 |
Camera Stability
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Distance Compensation | _FresnelRimDistanceCompensation | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Projection / FOV Compensation | _FresnelRimProjectionCompensation | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
Edge Light (Edge Rim)
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Enable Edge Rim | _EdgeRimEnabled | Toggle | - | On | On by default |
Edge Rim Core
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Edge Rim Color | _EdgeRimColor | Color | - | 2, 2, 2, 1 | HDR edge-rim color; default is (2, 2, 2) |
| Edge Rim Blend Mode | _EdgeRimBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Add | Chooses Normal, Multiply, Add, Screen, Color, or Overlay for the edge rim |
| Blend Opacity | _EdgeRimBlendOpacity | Float | 0 ~ 1 | 1 | How strongly the edge rim blends into the final color |
| Color Purity | _EdgeRimColorPurity | Float | 0 ~ 10 | 1 | Saturation after the base color and edge-rim tint are composed |
| Mask Strength | _EdgeRimMaskStrength | Float | 0 ~ 1 | 1 | The Fresnel Rim's mask map is shared by the edge rim, the shadow interior |
| Base Color Influence | _EdgeRimBaseColorInfluence | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
| Intensity | _EdgeRimStrength | Float | 0 ~ 10 | 2 | Range 0-10; default 2 |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Edge Width (Pixels) | _EdgeRimWidthPixels | Float | 0 ~ 32 | 0 | Keeps the gradient from ever being thinner than |
| Coverage | _EdgeRimBorder | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
| Contour Tightness | _EdgeRimContourTightness | Float | 0 ~ 1 | 0 | Range 0-1; default 0 |
| Invert | _EdgeRimAreaInvert | Toggle | - | Off | Exchanges the inside and outside of the edge-rim area |
| Softness | _EdgeRimSoftness | Float | 0 ~ 1 | 0.3 | Range 0-1; default 0.3 |
Light Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Directivity | _EdgeRimDirectivity | Float | 0 ~ 1 | 0 | Range 0-1; default 0 |
| Light Direction Influence | _EdgeRimLightDirectionInfluence | Float | 0 ~ 1 | 0 | Range 0-1; default 0 |
| View Intensity | _EdgeRimViewStrength | Float | 0 ~ 1 | 0 | Range 0-1; default 0 |
| Normal Influence | _EdgeRimNormalInfluence | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Scene Light Influence | _EdgeRimSceneLightInfluence | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Shadow Visibility | _EdgeRimShadowVisibility | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
| Backlit Intensity Boost | _EdgeRimBacklightIntensityBoost | Float | 0 ~ 4 | 0 | Range 0-4; default 0 |
| Backlit Width Boost | _EdgeRimBacklightWidthBoost | Float | 0 ~ 4 | 0 | Range 0-4; default 0 |
Backlight
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Backlight | _BacklightEnabled | Toggle | - | Off | - |
Backlight Core
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Backlight Color | _BacklightColor | Color | - | 0.85, 0.8, 0.7, 1 | - |
| Backlight Blend Mode | _BacklightBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Add | - |
| Backlight Blend Opacity | _BacklightBlendOpacity | Float | 0 ~ 1 | 1 | - |
| Color Purity | _BacklightColorPurity | Float | 0 ~ 10 | 1 | Adjusts backlight saturation |
| Mask Strength | _BacklightMaskStrength | Float | 0 ~ 1 | 1 | The Fresnel Rim's mask map is shared by the edge rim, the shadow interior |
| Use Color Map | _BacklightColorTexEnabled | Toggle | - | Off | - |
| Color Map | _BacklightColorTex | Texture | - | None | The color texture used by backlighting while its color-map switch is enabled |
| Base Color Influence | _BacklightBaseColorInfluence | Float | 0 ~ 1 | 0 | - |
| Intensity | _BacklightStrength | Float | 0 ~ 10 | 1 | - |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Backlight Border | _BacklightBorder | Float | 0 ~ 1 | 0.35 | - |
| Softness | _BacklightSoftness | Float | 0 ~ 1 | 0.05 | - |
Light Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Backlight Directivity | _BacklightDirectivity | Float | 0 ~ 32 | 5 | An exponent over how tightly the layer keeps to the |
| View Wrap | _BacklightViewStrength | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Normal Influence | _BacklightNormalInfluence | Float | 0 ~ 1 | 1 | - |
| Scene Light Influence | _BacklightSceneLightInfluence | Float | 0 ~ 1 | 1 | - |
| Shadow Visibility | _BacklightShadowVisibility | Float | 0 ~ 1 | 0 | Range 0-1; default 0 |
Backface Suppression
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Backface Mask | _BacklightBackfaceMask | Float | 0 ~ 1 | 1 | On, the layer is not drawn on back faces |
Front Light
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Enable Front Light | _FrontLightEnabled | Toggle | - | On | On by default |
Front Light Core
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Front Light Color | _FrontLightColor | Color | - | White | HDR front-light color; default is (1, 1, 1) |
| Front Light Blend Mode | _FrontLightBlendMode | Enum | Normal / Multiply / Add / Screen / Color / Overlay | Overlay | Chooses Normal, Multiply, Add, Screen, Color, or Overlay for the front light |
| Blend Opacity | _FrontLightBlendOpacity | Float | 0 ~ 1 | 0.1 | How strongly the front light blends into the final color |
| Color Purity | _FrontLightColorPurity | Float | 0 ~ 10 | 1 | Saturation after the base color and front-light tint are composed |
| Base Color Influence | _FrontLightBaseColorInfluence | Float | 0 ~ 1 | 0 | Range 0-1; default 0 |
| Intensity | _FrontLightStrength | Float | 0 ~ 10 | 0.3 | Range 0-10; default 0.3 |
| Highlight Core Intensity | _FrontLightCoreIntensity | Float | 0 ~ 2 | 1 | Range 0-2; default 1 |
Shape & Range
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Area Size | _FrontLightSize | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
| Highlight Core Size | _FrontLightCoreSize | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Softness | _FrontLightSoftness | Float | 0 ~ 1 | 0.5 | Range 0-1; default 0.5 |
Light Response
| Inspector label | Property | Type | Range | Default | What it does |
|---|
| Light Direction Influence | _FrontLightLightDirectionInfluence | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| View Direction Influence | _FrontLightViewDirectionInfluence | Float | 0 ~ 1 | 0 | Range 0-1; default 0 |
| Normal Influence | _FrontLightNormalInfluence | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Scene Light Influence | _FrontLightSceneLightInfluence | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
| Shadow Visibility | _FrontLightShadowVisibility | Float | 0 ~ 1 | 1 | Range 0-1; default 1 |
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