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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 labelPropertyTypeRangeDefaultWhat it does
Enable Rim Shade_RimShadeEnabledToggle-OffOff by default
Rim Shade Color_RimShadeColorColor-WhiteColor painted only where Rim Shade covers
Rim Shade Color Blend Mode_RimShadeColorBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayMultiply-
Blend Opacity_RimShadeColorBlendOpacityFloat0 ~ 10How much of the Rim Shade color is applied
Brightness_RimShadeColorBrightnessFloat0 ~ 10.8Brightness of the Rim Shade color
Enable Rim Shade Mask_RimShadeMaskEnabledToggle-Off-
Shadow Contribution Intensity_RimShadeIntensityFloat0 ~ 11Range 0-1; default 1
Width_RimShadeWidthFloat0 ~ 10.2Range 0-1; default 0.2
Rim Shade Area Invert_RimShadeAreaInvertToggle-Off-
Softness_RimShadeSoftnessFloat0 ~ 10.4Range 0-1; default 0.4
Normal Map Influence_RimShadeNormalInfluenceFloat0 ~ 110 = mesh normal, 1 = fully stacked normal maps

Reflection in Shadow (Shadow Reflection)​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Shadow Reflection_ShadowReflectionEnabledToggle-OnOn by default

Shadow Reflection Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Shadow Reflection Color_ShadowReflectionColorColor-1.5, 1.5, 1.5, 1HDR color for the shadow-interior reflection; default is (3.81, 3.81, 3.81)
Shadow Reflection Blend Mode_ShadowReflectionBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddChooses Normal, Multiply, Add, Screen, Color, or Overlay for the shadow…
Blend Opacity_ShadowReflectionBlendOpacityFloat0 ~ 11How strongly the shadow interior reflection layer blends in
Color Purity_ShadowReflectionColorPurityFloat0 ~ 101Saturation after the base color and shadow-reflection tint are composed
Base Color Influence_ShadowReflectionBaseColorInfluenceFloat0 ~ 10.70 uses the reflection color alone; 1 fully multiplies it by the Base Map color
Intensity_ShadowReflectionIntensityFloat0 ~ 200.5Brightness multiplier

Mask​

Inspector labelPropertyTypeRangeDefaultWhat it does
Use Mask_ShadowReflectionMaskEnabledToggle-OffWhen off, the shader skips the mask texture fetch
Shadow Interior Reflection Mask_ShadowReflectionMaskTexture-None-

Shape & Range​

Inspector labelPropertyTypeRangeDefaultWhat it does
Width_ShadowReflectionWidthFloat0 ~ 10.8Range 0-1; default 0.8
Shadow Interior Reflection Area Invert_ShadowReflectionAreaInvertToggle-Off-
Shadow Threshold_ShadowReflectionShadowThresholdFloat0 ~ 10.8The reflection appears in shadow beyond this threshold; Shadow Softness smooths…
Softness_ShadowReflectionSoftnessFloat0 ~ 10.8Range 0-1; default 0.8
Shadow Softness_ShadowReflectionShadowSoftnessFloat0.001 ~ 11Transition width between the lit surface and the shadow-only reflection

Light Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Light-Side Emphasis_ShadowReflectionLightDirectionInfluenceFloat0 ~ 11Range 0-1; default 1
Normal Map Influence_ShadowReflectionNormalInfluenceFloat0 ~ 110 uses the mesh normal; 1 uses the fully stacked normal maps for the reflection…
Scene Light Influence_ShadowReflectionSceneLightInfluenceFloat0 ~ 110 keeps the reflection independent of scene brightness; 1 dims it with scene…
Ambient Color Influence_ShadowReflectionAmbientInfluenceFloat0 ~ 11Range 0-1; default 1
Additional Light Influence_ShadowReflectionAdditionalLightInfluenceFloat0 ~ 10.5Range 0-1; default 0.5
Visibility in Cast Shadow_ShadowReflectionCastShadowVisibilityFloat0 ~ 110 hides the interior reflection inside the cast shadow; 1 keeps it fully visible…
Visibility in Depth Shadow_ShadowReflectionDepthShadowVisibilityFloat0 ~ 100 hides the interior reflection inside the depth shadow (default); 1 keeps it…
Mask Strength_ShadowReflectionMaskStrengthFloat0 ~ 11The Fresnel Rim's mask map is shared by the edge rim, the shadow interior

Rim Light​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Fresnel Rim_FresnelRimEnabledToggle-OnOn by default

Fresnel Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Fresnel Rim Color_FresnelRimColorColor-2.67, 2.67, 2.67, 1HDR rim-light color; default is (26.17, 26.17, 26.17)
Fresnel Rim Blend Mode_FresnelRimBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayOverlayChooses Normal, Multiply, Add, Screen, Color, or Overlay for the rim
Blend Opacity_FresnelRimBlendOpacityFloat0 ~ 11How strongly the fresnel rim blends in
Color Purity_FresnelRimColorPurityFloat0 ~ 101Saturation after the base color and Fresnel-rim tint are composed
Base Color Influence_FresnelRimBaseColorInfluenceFloat0 ~ 10.50 uses the rim color as authored; 1 multiplies it by the Base Map so each…
Intensity_FresnelRimIntensityFloat0 ~ 201Range 0-20; default 1

Shape & Range​

Inspector labelPropertyTypeRangeDefaultWhat it does
Width_FresnelRimWidthFloat0 ~ 10.5Range 0-1; default 0.5
Fresnel Rim Area Invert_FresnelRimAreaInvertToggle-Off-
Softness_FresnelRimSoftnessFloat0 ~ 10.2Range 0-1; default 0.2

Mask​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Fresnel Rim Mask_FresnelRimMaskEnabledToggle-Off-
Fresnel Rim Mask_FresnelRimMaskTexture-None-

Light Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Light-Side Emphasis_FresnelRimLightDirectionInfluenceFloat0 ~ 10.80 keeps rim brightness uniform around the form; 1 keeps only the side reached by…
View Alignment_FresnelRimViewStrengthFloat0 ~ 10.8Chooses the axis that places the rim area
Normal Map Influence_FresnelRimNormalInfluenceFloat0 ~ 11Range 0-1; default 1
Scene Light Influence_FresnelRimSceneLightInfluenceFloat0 ~ 110 keeps the rim at a constant strength regardless of the scene; 1 lets it dim as…
Shadow Visibility_FresnelRimShadowVisibilityFloat0 ~ 10Range 0-1; default 0

Camera Stability​

Inspector labelPropertyTypeRangeDefaultWhat it does
Distance Compensation_FresnelRimDistanceCompensationFloat0 ~ 11Range 0-1; default 1
Projection / FOV Compensation_FresnelRimProjectionCompensationFloat0 ~ 11Range 0-1; default 1

Edge Light (Edge Rim)​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Edge Rim_EdgeRimEnabledToggle-OnOn by default

Edge Rim Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Edge Rim Color_EdgeRimColorColor-2, 2, 2, 1HDR edge-rim color; default is (2, 2, 2)
Edge Rim Blend Mode_EdgeRimBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddChooses Normal, Multiply, Add, Screen, Color, or Overlay for the edge rim
Blend Opacity_EdgeRimBlendOpacityFloat0 ~ 11How strongly the edge rim blends into the final color
Color Purity_EdgeRimColorPurityFloat0 ~ 101Saturation after the base color and edge-rim tint are composed
Mask Strength_EdgeRimMaskStrengthFloat0 ~ 11The Fresnel Rim's mask map is shared by the edge rim, the shadow interior
Base Color Influence_EdgeRimBaseColorInfluenceFloat0 ~ 10.5Range 0-1; default 0.5
Intensity_EdgeRimStrengthFloat0 ~ 102Range 0-10; default 2

Shape & Range​

Inspector labelPropertyTypeRangeDefaultWhat it does
Edge Width (Pixels)_EdgeRimWidthPixelsFloat0 ~ 320Keeps the gradient from ever being thinner than
Coverage_EdgeRimBorderFloat0 ~ 10.5Range 0-1; default 0.5
Contour Tightness_EdgeRimContourTightnessFloat0 ~ 10Range 0-1; default 0
Invert_EdgeRimAreaInvertToggle-OffExchanges the inside and outside of the edge-rim area
Softness_EdgeRimSoftnessFloat0 ~ 10.3Range 0-1; default 0.3

Light Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Directivity_EdgeRimDirectivityFloat0 ~ 10Range 0-1; default 0
Light Direction Influence_EdgeRimLightDirectionInfluenceFloat0 ~ 10Range 0-1; default 0
View Intensity_EdgeRimViewStrengthFloat0 ~ 10Range 0-1; default 0
Normal Influence_EdgeRimNormalInfluenceFloat0 ~ 11Range 0-1; default 1
Scene Light Influence_EdgeRimSceneLightInfluenceFloat0 ~ 11Range 0-1; default 1
Shadow Visibility_EdgeRimShadowVisibilityFloat0 ~ 10.5Range 0-1; default 0.5
Backlit Intensity Boost_EdgeRimBacklightIntensityBoostFloat0 ~ 40Range 0-4; default 0
Backlit Width Boost_EdgeRimBacklightWidthBoostFloat0 ~ 40Range 0-4; default 0

Backlight​

Inspector labelPropertyTypeRangeDefaultWhat it does
Backlight_BacklightEnabledToggle-Off-

Backlight Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Backlight Color_BacklightColorColor-0.85, 0.8, 0.7, 1-
Backlight Blend Mode_BacklightBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayAdd-
Backlight Blend Opacity_BacklightBlendOpacityFloat0 ~ 11-
Color Purity_BacklightColorPurityFloat0 ~ 101Adjusts backlight saturation
Mask Strength_BacklightMaskStrengthFloat0 ~ 11The Fresnel Rim's mask map is shared by the edge rim, the shadow interior
Use Color Map_BacklightColorTexEnabledToggle-Off-
Color Map_BacklightColorTexTexture-NoneThe color texture used by backlighting while its color-map switch is enabled
Base Color Influence_BacklightBaseColorInfluenceFloat0 ~ 10-
Intensity_BacklightStrengthFloat0 ~ 101-

Shape & Range​

Inspector labelPropertyTypeRangeDefaultWhat it does
Backlight Border_BacklightBorderFloat0 ~ 10.35-
Softness_BacklightSoftnessFloat0 ~ 10.05-

Light Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Backlight Directivity_BacklightDirectivityFloat0 ~ 325An exponent over how tightly the layer keeps to the
View Wrap_BacklightViewStrengthFloat0 ~ 11Range 0-1; default 1
Normal Influence_BacklightNormalInfluenceFloat0 ~ 11-
Scene Light Influence_BacklightSceneLightInfluenceFloat0 ~ 11-
Shadow Visibility_BacklightShadowVisibilityFloat0 ~ 10Range 0-1; default 0

Backface Suppression​

Inspector labelPropertyTypeRangeDefaultWhat it does
Backface Mask_BacklightBackfaceMaskFloat0 ~ 11On, the layer is not drawn on back faces

Front Light​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Front Light_FrontLightEnabledToggle-OnOn by default

Front Light Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Front Light Color_FrontLightColorColor-WhiteHDR front-light color; default is (1, 1, 1)
Front Light Blend Mode_FrontLightBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayOverlayChooses Normal, Multiply, Add, Screen, Color, or Overlay for the front light
Blend Opacity_FrontLightBlendOpacityFloat0 ~ 10.1How strongly the front light blends into the final color
Color Purity_FrontLightColorPurityFloat0 ~ 101Saturation after the base color and front-light tint are composed
Base Color Influence_FrontLightBaseColorInfluenceFloat0 ~ 10Range 0-1; default 0
Intensity_FrontLightStrengthFloat0 ~ 100.3Range 0-10; default 0.3
Highlight Core Intensity_FrontLightCoreIntensityFloat0 ~ 21Range 0-2; default 1

Shape & Range​

Inspector labelPropertyTypeRangeDefaultWhat it does
Area Size_FrontLightSizeFloat0 ~ 10.5Range 0-1; default 0.5
Highlight Core Size_FrontLightCoreSizeFloat0 ~ 11Range 0-1; default 1
Softness_FrontLightSoftnessFloat0 ~ 10.5Range 0-1; default 0.5

Light Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Light Direction Influence_FrontLightLightDirectionInfluenceFloat0 ~ 11Range 0-1; default 1
View Direction Influence_FrontLightViewDirectionInfluenceFloat0 ~ 10Range 0-1; default 0
Normal Influence_FrontLightNormalInfluenceFloat0 ~ 11Range 0-1; default 1
Scene Light Influence_FrontLightSceneLightInfluenceFloat0 ~ 11Range 0-1; default 1
Shadow Visibility_FrontLightShadowVisibilityFloat0 ~ 11Range 0-1; default 1