Core Pack
UE5 is the source of truth here. Keep the graph readable first, then branch into project-specific versions only when the base is proven.
UE5 / Core Pack
View and contact response logic for Fresnel, rim light, depth fade, intersection highlights, and edge shaping.
UE5 is the source of truth here. Keep the graph readable first, then branch into project-specific versions only when the base is proven.
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Use this to protect the silhouette first. Edge response should help the form read before it becomes decoration.
Why: rims and contact lines are usually the cheapest readability fix in a busy scene.
Use this to protect the silhouette first. Edge response should help the form read before it becomes decoration.
Why: rims and contact lines are usually the cheapest readability fix in a busy scene.
Use this to protect the silhouette first. Edge response should help the form read before it becomes decoration.
Why: rims and contact lines are usually the cheapest readability fix in a busy scene.
Use this to protect the silhouette first. Edge response should help the form read before it becomes decoration.
Why: rims and contact lines are usually the cheapest readability fix in a busy scene.
Use this to protect the silhouette first. Edge response should help the form read before it becomes decoration.
Why: rims and contact lines are usually the cheapest readability fix in a busy scene.
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Get a clean black-and-white read first; color, glow, and distortion should only support that read.
Every exposed value should answer a real art question: how fast, how wide, how bright, how soft.
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float shaped = smoothstep(threshold - softness, threshold + softness, inputMask);
float edge = shaped * (1.0 - smoothstep(edgeWidth, edgeWidth + softness, abs(inputMask - threshold)));
return float2(shaped, edge);06
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