A band of colour grown outward from the avatar's silhouette. Persona blurs a copy of the frame's coverage alpha to extend it beyond the silhouette; the added area forms the outline — the body itself is untouched
The band carries its own opacity, so it works on a transparent stage: it remains visible when overlaid on an OBS scene or the desktop
Controls
| Control | Range | Default | Effect |
|---|---|---|---|
| Quality | Low / Medium / High | Medium | Edge sampling density; higher is smoother |
| Color | Hex | #000000 | Colour of the band |
| Size | 0 – 1 | 0 | Thickness of the band |
| Opacity | 0 – 1 | 1 | Opacity of the whole band |
Size defaults to 0, so switching the effect on changes nothing at first — raise it before the band appears
Quality
Quality sets how many samples each pixel takes as the band grows outward. Low is the cheapest and leaves stair-stepping on diagonals and fine detail; Medium is the default; High samples most densely for the smoothest band, at a higher rendering cost for this stage
The wider the size and the more diagonal edges in the silhouette, the more the three settings differ. On a thin outline the difference is usually invisible, so Low is fine
Processing Order
Outline runs after rim light, so the rim's glow stays inside the silhouette and does not bleed onto the band; and before drop shadow, so the shadow treats the band as part of the body it casts from
Last updated on September 19, 2026