Production Note
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 / Production Note
Production notes for keeping silhouette, rim light, and outline width controlled across characters, camera distance, and shot lighting.
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.
Treat this as a named building block, not a hidden math island. It should be easy to preview, tune, and reuse.
Why: small readable parts make the final graph easier to review and extend.
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.
Separate color choice from brightness. It keeps palette changes safe when the effect moves between levels.
Why: artists can rebalance mood without accidentally changing the mask logic.
Treat this as a named building block, not a hidden math island. It should be easy to preview, tune, and reuse.
Why: small readable parts make the final graph easier to review and extend.
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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 authored = SampleMask(maskUV).r;
float lightTerm = saturate(dot(faceForward, mainLightDir));
float stableShadow = smoothstep(shadowStart, shadowEnd, lerp(authored, lightTerm, lightBlend));
return lerp(shadowColor, litColor, stableShadow);06
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