Object Selection
Controls which objects participate in edge blending.
Default Object Selectors
| Parameter | Description |
| Blend Layers | GameObject layers whose renderers participate in edge blending. |
| Rendering Layer Filter | Narrows the selection further using Unity's rendering layers (per-renderer "Light Layer" dropdown). Useful when objects share the same GameObject layer but only a subset should blend. |
| Blend With Others | When you exclude some layers, Edge Fusion performs a fill pass that completes the Object ID texture with depth information. This ensures selected objects blend with the environment (e.g. terrain) even when the terrain layer is excluded. |
Double-Sided Objects
| Parameter | Description |
| Double-Sided Layers | Includes objects that have both front and back faces visible (e.g. simple walls or panels) in the Object ID texture. The default blend layers only capture front-facing geometry (cull back). |
| Rendering Layer Filter | Refines the double-sided object selection using rendering layers. |
Special Shader Objects
| Parameter | Description |
| Special Group Layers | Targets meshes that cannot safely run the lightweight ObjectID shader (vertex displacement, tessellation, complex multi-pass graphs). These objects render once with their original material into a helper buffer so the fill pass can assign them IDs. |
| Rendering Layer Filter | Refines the special group selection using rendering layers. |
ID Exclusions
Prevents specific object pairs from blending with each other. This requires adding the Edge Fusion Object script to the relevant objects and assigning custom IDs.
Example: Two objects share ID = 2 and you want them to blend with each other but not with terrain (ID = 31 by default). Add an exclusion rule: objects with ID 2 cannot blend with ID 31. Terrain still blends with all other objects, and the two objects still blend with everything else.
Blending Settings
| Parameter | Description |
| Intensity | Master strength of the fusion pass (0–1). |
| Radius | Default blur radius in world units (meters). |
| Distance Compensation | Scales the effective radius proportionally with distance from the camera. Keeps a small radius up close while increasing reach for distant objects. |
| Max Screen Radius | Caps how large the radius can appear on screen. |
| Intra-Object Fusion | Enables edge detection within the same mesh. |
| Normal Threshold | Sensitivity for intra-object edge detection. |
| Concavity Test | When enabled, restricts intra-object fusion to concave edges only. |
| Per-Object | When enabled, only GameObjects with the Edge Fusion Object script attached receive intra-fusion. |
| Shadow Protection | Dampens blending where shadows are detected to prevent brightening darkened areas. |
Noise
| Parameter | Description |
| Noise Intensity | Amount of noise mixed into blending to prevent perfectly smooth transitions (0–1). |
| Jitter | Adds per-frame jitter to improve sampling coverage and hide repetition. TAA smooths the result automatically. Can affect performance. |
Performance
| Parameter | Description |
| Sample Count | Primary quality/performance knob. More samples produce smoother results at higher cost. |
| Binary Search Steps | Number of refinement steps when locating the nearest edge. |
| Early Exit Hits | Stop searching after this many nearest-edge hits. |
| Max Blend Distance | Maximum camera distance at which the effect is applied. |
Debug
| Parameter | Description |
| Debug Mode | Choose from Object IDs, Edges, Normals, Depth, Special Group, or Compare overlays to visualise what the system is rendering. |
Edge Fusion Object (Per-Object Script)
All objects included in Blend Layers and within Max Blend Distance have their contact surfaces blended using the global radius. Add the Edge Fusion Object script to any GameObject to customise its behavior.
| Property | Description |
| Override Radius | Enable a custom blend radius for this object. |
| Custom Radius | Blend radius in meters. Set to 0 to disable blending entirely on this object. |
| Override Object Id | Enable a fixed Object ID for exclusion rules. |
| Custom Object Id | The fixed ID value. Objects sharing the same ID are treated as one for inter-object detection. |