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Blending Settings

Object Selection

Blend Layers: Default edges that will be considered for Edge Fusion blending.

Rendering Layer Filter: Optional Rendering Layer Filter for Single-Sided objects selected by Blend Layers.

Additional Object Groups: Additional blending settings.

Objects That Render Both Sides (e.g. double-sided meshes)

  • Double-Sided Layers: the blend layers above will produce an object-id texture with the visible faces of objects (cull back). This option however let you include in the object-id texture those objects that have their front and back faces visible, for example, simple walls or panels that are visible from either side.
  • Rendering Layer Filter: similarly to the rendering layer filter, this filter is exclusive to the double-sided objects and allows you to refine the selection.

Objects Using Special Shaders (e.g. vertex displacement like animated vegetation)

  • Special Group Layers: use this option to select those objects which use custom vertex shaders (like deformation, displacement or animated vertices) if you wish them to blend with terrain or other objects.
  • Rendering Layer Filter: allows you to refine the selection by using rendering layer setting of the object renderers.

Blending Settings

  • Intensity: Overall intensity of the effect.
  • Radius: Default blur radius in world units (meters).
  • Max Screen Radius: Boundary of the radius intensity.
  • Intra-Object Fusion: Enable fusion of edges within the objects.
    • Normal Threshold: The threshold for detecting edges within the same object.
    • Concavity Test: Fuse concave edges only.
    • Per-Object: When enabled, only gameobjects with the Edge Fusion Object script attached will received intra-fusion effect.
  • Shadow Protection: Threshold for shadow detection; prevents adding lighting from edge blending over shadowed areas.

Noise

  • Noise Intensity: Intensity of 3D noise texture applied to blending.
  • Jitter: Enable or disable jitter effect which improves search area coverage removing repetition patterns. Jitter is TAA friendly so enabling Temporal Antialiasing in the camera will smooth out the results.

Performance

  • Sample Count: Controls the quality of the effect.
  • Binary Search Steps: Number of binary search refinement steps when locating nearest edge.
  • Early Exit Hits: Stop searching edge position after n nearest edge hits.
  • Max Blend Distance: Max distance at which the effect will be applied.

Debug

Debug Mode: Choose between several debug view modes.

Compare Mode: Activate compare mode.

Edge Fusion Object (Script)

All objects included in the “Blend Layers” setting and within Max Blend Distance will have their contact surfaces blended using the global radius. However you can also customize this behaviour per object. To do so, add an “Edge Fusion Object” script to any object to specify a custom radius or set it to 0 to disable blending completely on those objects.

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