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Blending Settings

Object Selection

Default Object Selectors for Blending

  • Blend Layers – Pick the GameObject layers whose renderers should participate in edge blending.
  • Rendering Layer Filter – Narrow that set further using Unity’s rendering layers (per-renderer “Light Layer” dropdown in the gameobject renderer or terrain settings). Handy when objects share the same GameObject layer but you only want a subset to blend.
  • Blend With Others: when you exclude some layer, Edge Fusion can perform a special “fill pass” that completes the Object Id Texture with information from the depth texture. This useful to ensure your selected objects blend with the environment, like the terrain, even when the terrain itself is excluded from blend layers selection.

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: Target meshes that can’t safely run the lightweight ObjectID shader (vertex displacement, tessellation, complex multi-pass graphs). They render once with their original material into a helper buffer so the fill pass can assign them IDs.
  • Rendering Layer Filter: allows you to refine the selection by using rendering layer setting of the object renderers.

ID Exclusions

This section is useful when you don’t want certain objects to blend with specific objects. This feature requires that you add the Edge Fusion Object script to the objects and assign a custom/fixed ID to them. For example, let’s say you have two objects (with ID=2 assigned by adding the Edge Fusion Object script to both) and you want to blend their borders but you don’t want them to blend with terrain. Terrain is given the ID=31 by default so you can add an exclusion rule here where objects with ID=2 can’t blend with Terrain (ID=31). However, terrain will still blend with any other object and the two objects will still be able to blend with any other object.

Blending Settings

  • Intensity: Master strength of the fusion pass.
  • Radius: Default blur radius in world units (meters).
  • Max Screen Radius: Caps how large that radius can appear on screen.
  • Intra-Object Fusion: Enables edge detection within the same mesh.
    • Normal Threshold: Sensitivity for intra-object edges.
    • Concavity Test: Restrict to concave edges only.
    • Per-Object: When enabled, only gameobjects with the Edge Fusion Object script attached will received intra-fusion effect.
  • Shadow Protection: Dampens blending where shadows are detected so you don’t brighten darkened areas.

Noise

  • Noise Intensity: Amount of noise mixed into the blending to prevent perfectly smoothed transitions.
  • Jitter: Adds per-frame jitter to improve sampling coverage and hide repetition; Temporal AA smooths it automatically. This option can affect performance.

Performance

  • Sample Count: Primary quality/performance knob (more samples = smoother, slower).
  • 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 Object IDs, Edges, Normals, Depth, Special Group, or Compare overlays to troubleshoot what the system is drawing.

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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