Skip to main content
Version: 10.0

Outlines

The Outlines feature creates outlines using a simplified pass with the mesh offset by a small amount, also known as an "Inverted Hull" technique.

For smooth meshes, the inverted hull technique works well, but for hard-edged models, it can have noticeable seams. To correct this, you can bake a version of the mesh with smoothed normals baked into the vertex color, using the Poi Vertex Color Baker. This will overwrite other vertex color data, and will create a unique version of the mesh.

Outlines are known for it's distinctive "lines" traced around characters and objects in various 2D cartoons seen in popular culture.

Outlines Example

Example of the inverted hull Outline technique on two Material Spheres.

Render​

Type
Dropdown
Options
RegulardefaultRender Feature (URP)

Toggles rendering the feature in URP. Only affects the URP version of Poiyomi Shaders.

Mode​

Type
Dropdown
Options
BasicdefaultRim LightDirectionalDrop Shadow

Changes the mode of the outline.

Basic​

Default mode. The width of the outline is constant around the model.

Rim Light​

Rim Light actually uses the direction of the light to determine the width of the outline. Outlines will be thicker in the direction of the light. The color of the outline will be tinted with a value between the direct light color and the base color, according to the Rim Light Blend.

Rim Light Blend​

Type
Range
Range
0to1

How much to blend between the base color and the direct light color as the tint of the outline. At 0, the outline will be tinted with the base color. At 1, the outline will be tinted with the direct light color.

Only available when mode is set to Rim Light.

Directional​

Directional is similar to Rim Light in that it biases the outline to a specific direction, but the Directional Offset directly specifies what direction to use.

Directional Offset X Y​

Type
Vector4

Direction to use for the outline. Calculated from only the X (horizontal) and Y (vertical) values.

Drop Shadow​

Drop Shadow is similar to Directional in that it biases the outline to a specific direction, but drop shadow moves the outline in X, Y, and Z, instead of specifying a direction to bias the thickness.

In Drop Shadow mode, the Width is not used.

Drop Direction X Y​

Type
Vector4

How much to offset the outline in the X, Y, and Z directions, in unity base units.

Space​

Type
Dropdown
Options
LocaldefaultWorld

Determines where the size of the Outlines should assume the initial scale units from. Influences the Outline Size.

  • Local renders the Size based on the Scale Units of your Avatar.
  • World renders the Size based on World Units.
    • Keep in mind that Outline Size will remain the same regardless of Avatar Scale if using World.

Outline Size​

Type
Float

Thickness of the Outline, in Unity base units (scaled down by 100).

tip

Animate this Float value if you're planning to create toggles for Outline visibility on this Material. Animating the Section Header will not work!

Outline Size Mask​

Type
Texture Slot
Accepts
Data texturesRGB Off

Mask Texture in Grayscale that determines the thickness of the Outline in various places on the model. Areas in darker Grayscale will reduce the thickness based on the initial Outline Size value set.

Examples:

  • If your Outline Size is 0.5 and a section of your Texture is 50% Gray, it will reduce the thickness in that area to about 0.25 thickness, which is half of your Outline Size.
  • If a section of your Texture is Black, it will reduce the thickness all the way down to 0 thickness.
    • If Clip 0 Width is enabled in this scenario, the Outline will be clipped entirely.
note

This determines the Outline Width per-vertex, not per-pixel.

Outline Texture​

Type
Texture Slot
Accepts
Color texturesRGB On

Texture to use for the Outline. Will be tinted based on the Color Adjust settings.

Color​

Type
Color

Base Color of the Outline. Can be mixed in various ways depending on the Mode settings.

Outline Emission​

Type
Range
Range
0to20

How much Emission the Outline should have. Creates a glowing effect, especially in Worlds with Post Processing Bloom.

Main Texture Blend​

Type
Range
Range
0to1

How much the Outline Color should be blended with your Texture.

UTS2-style Blend​

Type
Toggle

Determines if you want the Outlines to blend in a way that is similar to Unity-Chan Toon Shader 2 (UTS2).

Highlight​

Type
Toggle

Enables Highlighting on the Outlines, rendered based on environmental lighting like a gradient. This matches Lil Toon's Outline Highlighting feature.

Highlight Color​

Type
Color

Sets the Color of the Highlight. Will blend with the main Outline color.

Highlight Emission​

Type
Range
Range
0to20

How much Emission the Highlight should have. Creates a glowing effect, especially in Worlds with Post Processing Bloom.

Tint From Outline Texture​

Type
Toggle

Enables tinting the Highlight based on the specified Outline Texture configuration.

Border​

Type
Range
Range
0to1

Sets the location of the Highlight's border.

Blur​

Type
Range
Range
0to1

Sets how much to blur the border of the Highlight.

Receive Shadow​

Type
Toggle

If enabled, will allow the Highlight to receive shadows.

Color Adjust​

Type
Toggle

Enables the ability to modify the Outline Color in a similar fashion to Color Adjust. This is applied directly after the main Outline Color, and will not affect other sections that modify the base Outline Color.

Color Space​

Type
Dropdown
Options
OKLabHSV

Choice of Color Space to use for the Hue Shift. By default, it will be set to OKLab.

Learn about the difference of Color Spaces as documented here in Color Adjust.

Shift Speed​

Type
Float

How much to constantly shift the Outline Hue with time. A value of 1 will result in a full hue shift cycle every 20 seconds.

Hue​

Type
Range
Range
0to1

How much to shift the Outline Color around the Hue Circle.

Saturation Style​

Type
Dropdown
Options
Saturation Value (old)Saturation Brightnessdefault

Selects the type of Saturation or Brightness style to use.

This dropdown is provided for backwards-compatibility with both old 9.3 and newer 10.0 animation setups. The setting of this dropdown will affect what values are exposed here.

Saturation​

Type
Range
Range
-1to10
Default
0
Shown when

Saturation Style is set to Saturation Brightness

Adjusts the saturation of the Outlines.

A value of -1 will make the Outlines fully de-saturate (grayscale). A value of 0 will not alter the color at all. A value greater than 0 will increase the saturation of the color.

This is implemented as a lerp between the base color and a grayscale version of the base color.

Brightness​

Type
Range
Range
-1to2
Default
0
Shown when

Saturation Style is set to Saturation Brightness

Adjusts the brightness of the Outlines.

This increases or decreases brightness directly on top of the Outlines, without regard for it's hue or tone.

Saturation Adjust​

Type
Range
Range
-1to1
Default
0
Shown when

Saturation Style is set to Saturation Value (old)

Adjusts the Saturation of the Outlines.

A value of -1 will make the Outlines fully de-saturate (grayscale). A value of 0 will not alter the color at all. A value greater than 0 will increase the saturation of the Theme Color.

Value Adjust​

Type
Range
Range
-1to1
Default
0
Shown when

Saturation Style is set to Saturation Value (old)

Adjusts the brightness value of the Outlines on top, without regard for it's Hue or Tone.

Gamma​

Type
Range
Range
0.01to2

Lerps the brightness of the Outlines in regards to it's hue or tone.

Distance Alpha​

Type
Toggle

When enabled, Distance Alpha can modify the Alpha value of the Outlines based on the distance from the Camera to the Object or Pixel.

Requires Transparency

Distance Alpha requires Transparency in order for it to work.

Pos To Use​

Type
Dropdown
Options
Object PositionPixel Position

Which position to use to calculate distance.

  • Object Position will calculate distance relative to the origin of the Outline, resulting in the whole Outline having a uniform alpha change. This is useful for making an entire Outline change alpha based on the distance from the Outline itself.
  • Pixel Position will calculate distance relative to the position of each pixel on the Outline. This means different parts of an Outline can have different levels of alpha. This is useful for making parts of an Outline appear or disappear based on distance without the whole Outline being affected.

Min Distance Alpha​

Type
Range
Range
0to1

The alpha multiplier that will be applied at the Min Distance.

Max Distance Alpha​

Type
Range
Range
0to1

The alpha multiplier that will be applied at the Max Distance.

Min Distance​

Type
Float

The distance (in meters) at which the Min Distance Alpha multiplier will be applied.

Max Distance​

Type
Float

The distance (in meters) at which the Max Distance Alpha multiplier will be applied.

Fixed Size Over Distance​

Type
Toggle
Default
On

Enables a fixed screen-space size for outlines. This can allow control of the outlines to not get smaller when moving away from the model.

Fixed Width​

Type
Range
Range
0to1
Default
0.5

The width of the fixed outline size.

Fixed Size Max Distance​

Type
Float
Default
1

How far away from the model to use the fixed size outlines in Unity Base Units. Beyond this distance, the outlines will properly scale accordingly.

Avoid the "Thick Outlines" Problem

Keep your Max Distance value at a small number in order to ensure they scale correctly without blocking your Avatar's visibility when viewed at a far distance!

Lighting​

Type
Toggle
Default
On

Enables lighting for the Outline. This darkens the outline color in shadowed areas.

Shadow Strength​

Type
Range
Range
0to1

Shadow intensity of the Outlines.

Vertex Colors​

Vertex Color Normals​

Type
Toggle

Use the vertex colors of the model, if they've been specially prepared. The (smoothed) vertex colors are used as the normal data.

Vertex Color Mask​

Type
Dropdown
Options
OffRGBA

Choose which Color channel to use in your Mask for the Vertex Colors.

info

The settings in this section will only be visible when Audio Link is activated on the Material.

Demonstration of the Bass Band controlling the Outline Size, Emission, and Color via Audio Link. (Un-mute to hear sound)

Size Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which Band to use for the Outline Size adjustment.

Size Mod​

Type
Float2

How much to add to or subtract from the Outline Size with Audio.

ModifierFunction
MinAmount changed to Outline Size with No Audio in Size Band
MaxAmount changed to Outline Size with Max Audio in Size Band

Emission Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which Band to use for Outline Emission adjustment.

Emission Mod​

Type
Float2

How much to add to or subtract from the Outline Emission Intensity with Audio.

ModifierFunction
MinAmount changed to Outline Emission with No Audio in Emission Band
MaxAmount changed to Outline Emission with Max Audio in Emission Band

Highlight Emission Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which Band to use for Highlight Emission adjustment.

Highlight Emission Mod​

Type
Float2

How much to add to or subtract from the Highlight Emission Intensity with Audio.

ModifierFunction
MinAmount changed to Highlight Emission with No Audio in Highlight Emission Band
MaxAmount changed to Highlight Emission with Max Audio in Highlight Emission Band

Color Override​

Type
Toggle

Enables overriding the Color using Audio Link.

Band​

Type
Dropdown
Options
BassLow MidHigh MidTreble

Which Band to use to trigger the Color Override.

Color​

Type
Color

Sets a Color to use as the Color Override.

Theme Color​

Type
Dropdown
Options
Theme Color 0Theme Color 1Theme Color 2Theme Color 3ColorChord 0ColorChord 1ColorChord 2ColorChord 3AL Theme 0AL Theme 1AL Theme 2AL Theme 3

Option to set a Theme Color to use as the Color Override instead.

Color Override Ramp​

Type
Vector Curve

Vector ramp to determine how Color Override is used.

Highlight Color Override​

Type
Toggle

Enables overriding the Highlight Color using Audio Link.

Band​

Type
Dropdown
Options
BassLow MidHigh MidTreble

Which Band to use to trigger the Highlight Color Override.

Color​

Type
Color

Sets a Color to use as the Highlight Color Override.

Theme Color​

Type
Dropdown
Options
Theme Color 0Theme Color 1Theme Color 2Theme Color 3ColorChord 0ColorChord 1ColorChord 2ColorChord 3AL Theme 0AL Theme 1AL Theme 2AL Theme 3

Option to set a Theme Color to use as the Highlight Color Override instead.

Color Override Ramp​

Type
Vector Curve

Vector ramp to determine how Highlight Color Override is used.

Outline Rendering Options​

Clip 0 Width​

Type
Toggle

Enables clipping of the outline if a vertex has 0 outline thickness.

tip

If using an Outline Size Mask, all areas that are marked in Black will be clipped when this option is enabled. This can be useful for certain areas of your Avatar that have inverted normals, such as the Eyes.

Override Base Alpha​

Type
Toggle

Sets the base fragment Alpha to the Outline's Alpha value.

Cull​

Type
Dropdown
Options
OffFrontdefaultBack

Which faces to cull. For the inverted hull technique, this should be set to Front.

ZWrite​

Type
Dropdown
Options
OffOndefault

Determines whether the Outlines should write to the depth buffer. This should typically be ON by default.

ZTest​

Type
Dropdown
Options
DisabledNeverLessEqualLessEqualdefaultGreaterNotEqualGreaterEqualAlways

Sets how the Outline Stencil should test the depth buffer. By default, the depth buffer is tested, and if the depth value is not less than or equal to the current value, the Outline is discarded.

Outline Z Offset​

This area controls the Camera Z Position when rendering Outlines. This is useful for giving control over the clipping of the Outlines in certain areas of your mesh.

Overall Strength​

Type
Float
Default
0

How much to offset the Camera Z Position. This property was previously known as Cam Z Offset.

Outline Mask Channel​

Type
Dropdown
Options
RGBA

Which channel to use from the Outline Size Mask to control the Outline Z Offset.

Mask Strength​

Type
Range
Range
0to1

Controls the strength of the Outline Mask Channel used for the Outline Z Offset.

Invert Mask Channel​

Type
Toggle

If enabled, will invert the value from the Outline Mask Channel.

Vertex Color Channel​

Type
Dropdown
Options
OffRGBA

Which Vertex Color channel to use to control the Outline Z Offset.

Vertex Color Strength​

Type
Range
Range
0to1

Controls the strength of the Vertex Color Channel used for the Outline Z Offset.

Outline Vertex Color Baker​

The Outline Vertex Color Baker is an included utility used to create a version of your meshes that has smoothed Vertex Colors baked for Outlines. It can help eliminate sharp edges on your mesh so that Outlines can look as smooth as possible.

To use it,

  1. Open the panel Poi/Vertex Color Baker from the Unity Menu.
  2. Select your Avatar from the Scene.
  3. Select which Meshes to target. It will ask you how much to "shrink" the tips of the Edges by a certain amount.
  4. Generate the Mesh to Test the results. A clone of your Mesh will appear in your Scene showing your results.
    • IMPORTANT: Ensure your Materials have Vertex Color Normals enabled in your Outlines settings in order to see results!
  5. Hit Save if you're happy with the changes. You can then use the newly-created Clone in your scene labeled with (VertexColorBaked), OR link the generated Baked Meshes onto your Avatar's Mesh Renderers. Your original Avatar is still preserved in the Scene.

The generated Meshes will be placed in a sub-folder called BakedMeshes, located at each location of the original FBX files used on the Avatar.