Skip to content

NiloToon Volumes

NiloToon includes many Volumes with various settings. This page introduces several frequently used Volumes and their important options (highlighted in red). If you are not familiar with NiloToon Volumes, focus on the settings highlighted in red first to simplify your configuration.

NiloToon Volumes list


Bloom

NiloToonBloom is the most important Volume of all. It is similar to URP's Bloom, but with extra controls related to characters and fixed resolution.

Use it to produce:

  • A softer diffusion look for characters
  • A brighter, scattered, glowing look for bright HDR emissive pixels (e.g., bright light sources in a dark concert, bright emissive textures/monitors)

Note

Bloom is typically essential for 3D concerts.

Common settings used frequently are highlighted in red.

Bloom settings

Bloom Basic Settings

Property Description
Threshold Sets the gamma space brightness value at which NiloToon applies Bloom. Pixels with brightness lower than this value will not receive Bloom. The minimum value is 0 (no filtering), and the default is 0.9.
Intensity Sets the strength of the Bloom effect. The default is 0 (Bloom disabled). Override to a value >= 0 to enable Bloom.
Scatter Sets the radius of the Bloom effect in a range from 0 to 1. Higher values produce a larger radius. The default is 0.7.
Tint Use the Color Picker to select a tint color for the Bloom effect.
Clamp Sets the maximum intensity used for Bloom calculations. If scene pixels exceed this value, they render at their current intensity but use this value for Bloom calculations. The default is 65472. Set to 10-100 to prevent excessive blooming of certain objects/specular reflections.
High Quality Filtering Enables high-quality Bicubic filtering instead of Bilinear filtering. Reduces flickering and improves smoothness but is more resource-intensive and can affect performance.
DownScale Sets the initial resolution scale. Lower values reduce resource consumption for the initial blur effect. Set to Quarter for optimal performance.
Max Iterations The number of iterations is determined by the rendered image size. This setting defines the maximum number of iterations. Reducing this value decreases processing load. The default is 6.

Lens Dirt

Property Description
Texture Assign a texture to apply dirt effects (smudges, dust, etc.) to the lens. Use a lower resolution texture if you experience performance issues.
Intensity Sets the strength of the Lens Dirt effect.

Char Brightness

Property Description
Mat BaseMap Global brightness control for all NiloToon character BaseMaps. Lower this value if the character appears overbright due to Bloom.
Mat Result Global brightness control for all NiloToon character material result colors.
Post-Bloom Result Global brightness control for all NiloToon character pixels after Bloom.

Char Area Bloom Emit

Property Description
Intensity Global brightness control for the after-threshold Bloom color of NiloToon character pixels. This is the best setting for controlling how much Bloom is produced by character pixels. It is not affected by Threshold and is better than controlling Char Area Bloom Style Override > Intensity since it does not affect the amount of Bloom the character receives from non-character pixels.

Char Area Bloom Style Override

Property Description
Threshold Same as Bloom > Threshold, but only overrides for character pixels. Useful for producing different Bloom results for character pixels.
Intensity Same as Bloom > Intensity, but only overrides for character pixels. Note that it affects how much Bloom the character receives from non-character pixels, which may cause the character Bloom to look separated from non-character areas.

Bloom HSV

Property Description
(H) Hue Offset Changes the Bloom additive color's Hue. Rarely used.
(S) Saturation Boost Changes the Bloom additive color's Saturation. Useful for improving skin color through Bloom.
(V) Value Multiply Changes the Bloom additive color's Value/brightness.
Apply to Char only? Whether to apply the above HSV edits to character pixels only.

Resolution-Independent Bloom

Property Description
Lock resolution Enables a constant Bloom resolution instead of URP's dynamic size. A constant Bloom resolution ensures the Bloom result (e.g., blur size) is not affected by game resolution/RenderScale. This is useful when you need a very consistent and stable Bloom blur size for a specific art style (e.g., fixed screen-space anime soft diffusion Bloom).

CharRenderingControl

Add NiloToonCharRenderingControlVolume to a Volume to control character rendering globally. This Volume contains many controls to help characters blend into any environment, ideal for artist-controlled lighting and rim light.

Common settings used frequently are highlighted in red.

CharRenderingControl settings

Base Color

Property Description
Brightness Global brightness multiplier for Base Color. Lower it to prevent over-bloom or fit the character into a darker environment.
Tint Color Global tint color for Base Color. Lower it to prevent over-bloom or fit the character into a darker environment.

Result Color

Property Description
Brightness Global brightness multiplier for material result color.
Tint Color Global tint color for material result color.

Replace to Color (Fake Fog)

Property Description
Strength Strength of a global single-color fog applied only to characters. The default is 0. Common use cases: set to a very low value for a fog effect, or set to 1 to replace the character color with a single color (typically for post-production to mark the character area).
Color Pick the single color to replace.

Occlusion Map

Property Description
Strength Strength of using the material's Occlusion Map. The default is 1.

Indirect Light

Property Description
Strength Strength of using Indirect Light. The default is 1.

Shadow Control

Shadow Control settings

Add NiloToonShadowControlVolume to a Volume to control shadow visuals globally.

The most common usage is to control a global Shadow Tint Color, similar to globally editing Shadow Color in the material. Combining a deeper Shadow Tint Color for Non Skin/Face with a lighter Shadow Tint Color for Skin/Face can produce better or safer visual results.

If your character receives URP's Shadow Map, you can also use Receive URP's Shadow Map > As DirectLight Multiplier to control how much of the main light is blocked by URP's Shadow Map.

URP Shadow Map settings

For results of using NiloToonShadowControlVolume, see also Skin Rendering Examples.


AnimePostProcess

Currently a work in progress (WIP).


Tonemapping

For using NiloToonTonemapping, refer to the NiloToon Tonemap usage guide.


MotionBlur

Everything related to NiloToonMotionBlur has been moved to a separate Motion Blur tools page.


CinematicRimLight

For NiloToonCinematicRimLight, see the Additional Light Settings page.