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Persona

Rim Light

Rim light adds a glow along the avatar’s silhouette, helping separate it from the background

This is a screen-space effect, independent of the scene’s lights. Persona blurs the frame’s coverage alpha and samples it in the selected direction to locate the silhouette edge and add a glow

Controls

ControlRangeDefaultEffect
Rim TypeSingle / Both Sides / Single (Sharpen) / Both Sides (Sharpen)SingleLights one or both sides, optionally sharpened
Blending Mode24 modesOverlayHow the light combines with the image colours
ColorHex#ffffffColour of the rim
Size0 – 10.5How far the light reaches inward from the edge
Intensity0 – 50How bright the glow is
Contrast0 – 10How far the body dims, to contrast with the rim
Angle−180 – 180°Which way the light comes from
Opacity0 – 11How strongly the glow blends with the image

Intensity defaults to 0, so switching the effect on changes nothing at first — raise it before the rim appears

Rim Type

Single lights only the side Angle points at, which reads most like a real backlight. Both Sides adds a second rim opposite it, outlining the whole silhouette at the cost of some directionality

The two Sharpen variants tighten the falloff into a thinner, harder edge — reach for those for anime cel-style rim lines, and the first two for a soft photographic glow

Angle and Size

Angle is the one direction, from −180° to 180°, with 0° straight up. Positive values go clockwise, negative counter-clockwise

Size sets how far the light bleeds inward from the silhouette edge. It is a normalized fraction rather than a pixel value, so the rim keeps its relative width when the window is resized or the render resolution changes

Blending Mode

Blending Mode decides how the light composites back onto the image; the 24 options match their Photoshop namesakes. The default Overlay brightens the edge while preserving the subject's own light and shade, and is the right choice most of the time

For a harder, more assertive rim, switch to a lightening mode such as Screen or Color Dodge. To shift the edge's hue without touching its brightness, use Color or Hue

Processing Order

Rim runs after the Live2D layer composites and before chromatic aberration and every colour stage, so the glow grades and blooms as part of the image along with the rest of the scene

Because it reads coverage alpha, a Live2D model picks up a rim exactly as a VRM does

Last updated on September 20, 2026

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