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
| Control | Range | Default | Effect |
|---|---|---|---|
| Rim Type | Single / Both Sides / Single (Sharpen) / Both Sides (Sharpen) | Single | Lights one or both sides, optionally sharpened |
| Blending Mode | 24 modes | Overlay | How the light combines with the image colours |
| Color | Hex | #ffffff | Colour of the rim |
| Size | 0 – 1 | 0.5 | How far the light reaches inward from the edge |
| Intensity | 0 – 5 | 0 | How bright the glow is |
| Contrast | 0 – 1 | 0 | How far the body dims, to contrast with the rim |
| Angle | −180 – 180° | 0° | Which way the light comes from |
| Opacity | 0 – 1 | 1 | How 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
Rim light glows on the inside of the silhouette; it never grows outward past it. For a solid band that extends beyond the body, you want Outline
Last updated on September 20, 2026