A copy of the avatar's silhouette, offset and painted in a shadow colour behind the body. This is the graphic-design kind of drop shadow, not the kind lighting computes — it does not land on the floor and it does not move with your lights. It is just an offset silhouette
It lifts the avatar off the background, which pays off most on a transparent stage: over a busy OBS scene, a shadow is what makes the outline legible again
| Control | Range | Default | Effect |
|---|---|---|---|
| Color | Hex | #000000 | Colour of the shadow |
| Opacity | 0 – 1 | 0.6 | How solid the shadow is |
| Offset X | −20 % – 20 % | 3 % | How far right it sits; negative is left |
| Offset Y | −20 % – 20 % | 3 % | How far down it sits; negative is up |
Both offsets are measured as a percentage of the frame height, so the shadow keeps its relative position when the window is resized or the aspect changes. The default 3 % / 3 % is a down-and-right cast that is visible the moment you enable it
The shadow only paints where the body is absent, so it can never cover the avatar itself. It also grows its own opacity — on a transparent window the shadow is real pixels, not an invisible dark patch
A Few Uses
A long offset at low opacity reads as a soft lift; an offset under 1 % at full opacity reads as a hard sticker edge instead. Pick a saturated Color and push the offset out and you get the misregistered-print look
For an even band with no direction to it, zeroing both offsets does not work — that hides the shadow squarely behind the body. What you want is Outline
Where It Lands
Drop shadow runs after rim light and outline, so the pixels either of those adds count as part of the silhouette being cast — a wider band grows a wider shadow. It runs before chromatic aberration and every colour stage, so the shadow grades with the image
Last updated on September 3, 2026