Edge
Edge section contains dissolve edge rendering options, divided into several sub-groups.
Base

Source - Rendered edge is calculated based on the Standard or Geometric cutout data:




Width - Rendered edge width.
Shape - Defines how edge blends with background: Solid or Smooth:


Color - Edge color value (RGB) and its Transparency (Alpha).
Intensity - Color intensity. Controls color's emission strength used in post processing effects, for example in the Bloom.
Additional Color
Allows using additional color or texture for creating more colorful edges.

Base Color - Edge color is the same as the material's default base color (Albedo).
Custom Map - Texture2D map read using mesh UV0 coordinate. Alpha value affects edge transparency that can be adjusted using Alpha Offset slider.
Gradient Map - Used for creating gradient edge color. Results can be animated using Scroll property:

If Clip Interpolation is enabled (available only with the Standard cutout) then gradient colors interpolation value depends on the Clip property from the Cutout -> Standard sub-group:

Gradient Color - Works the same way as the Gradient Map option, but instead of a texture, allows to choose additional color that creates gradient interpolation with the main Color property from the Edge -> Base sub-group.
User defined – Option available only for shaders created using Shader Graph and allows to use any user defend color node. Explained in the Shader Graph Integration chapter below.
UV Distortion

Distorts mesh UV0 coordinates on the edges of the dissolve effect, that affects all material textures (Diffuse, NormalMap, etc) rendering. By default uses Red and Green channels from the dissolve maps from the Cutout -> Standard sub-group:

Global Illumination

When this option is enabled, edge's color emission becomes visible to the Unity’s lightmap baking system, both baked and real-time GI.
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