Drop Shadow duplicates the avatar's silhouette, offsets it by a chosen distance, and renders it behind the character in a solid color. This functions as a graphic design drop shadow rather than a physical shadow computed by 3D lighting: it does not land on 3D floor geometry or change with scene lights, existing instead as a displaced silhouette.
The shadow creates clean visual separation between the avatar and the background, which is especially useful when overlaying a transparent stage onto a busy live broadcast scene or desktop wallpaper.

OriginalEffectControls
| Control | Range | Default | Effect |
|---|---|---|---|
| Color | Hex | #000000 | Base color tint of the cast shadow |
| Opacity | 0 – 1 | 0.6 | Composite blend opacity of the shadow |
| Size | 0 – 64 px | 0 px | Blur softening radius for shadow edges (0 is crisp) |
| Offset X | −20 % – 20 % | 3 % | Horizontal displacement (negative moves left) relative to frame height |
| Offset Y | −20 % – 20 % | 3 % | Vertical displacement (negative moves up) relative to frame height |
Both offset axes scale as percentages of the frame height, ensuring the shadow maintains exact geometric proportions relative to the character when the window is resized or the display aspect ratio changes. The default 3 % / 3 % produces an immediate, natural down-and-right diagonal shadow.
Size softens the shadow edges. The default value of 0 delivers a crisp sticker-like cutoff; increasing the radius diffuses the edges to approximate soft ambient lighting.
The shadow is rendered exclusively behind the avatar boundary and never overlaps character pixels. It maintains an independent alpha mask, remaining fully visible on transparent windows.
Usage Examples
- Subtle Elevation: Expand the offset distance while reducing opacity to create a gentle, floating lift from background layers.
- Graphic Sticker Outline: Set offsets below 1 %, push opacity to 1, keep size at 0, and choose a vivid color to create retro offset-print or sticker borders.
- Centric Outlines: Zeroing both offsets will not produce a centered border (the shadow is hidden directly behind the avatar body). To generate an omnidirectional centered perimeter line, use Outline.
Processing Order
Drop Shadow executes after Rim Light and Outline in the rendering pipeline, meaning outline borders and rim lighting pixels are incorporated into the silhouette mask being cast. It executes before Chromatic Aberration and subsequent color grading stages, ensuring the shadow grades cohesively with the rest of the frame.
Last updated on November 3, 2026