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Lights & Coloramp Configuration

During character setup, a dedicated Light / Light Direction_<Character> object is created in your scene collection.

  1. Locate the light object in the Outliner panel.
  2. Open the Item Transform panel in Object Properties.
  3. Adjust the Rotation values (XYZ Euler) to rotate the light vector:
    • Rotation Z: Rotates the sun angle horizontally around the character.
    • Rotation Y: Adjusts the horizontal tilt of the light across the character.
    • Rotation X: Adjusts the vertical pitch of the shadow line.
Adjusting Light object rotation in Outliner for Arknights: Endfield

Select your character mesh or armature and press N in the 3D Viewport. Open the Item tab to access the Character Settings panel, providing real-time controls without having to manually edit shader node trees:

  • Lighting Mode: Switch between built-in lighting presets (Default, Sunrise, Day, Sunset, Night, Rainy) or choose Custom to tune individual color channels.
  • General Shading: Smoothness Max (0–2, default 2.0) and Normal Strength (0–5, default 1.5) for body/cloth/face materials.
  • Hair Shading: Hair Smoothness Max (0–1, default 1.0) and Hair Normal Strength (0–5, default 1.5).
  • Eyes: Eyes Brightness slider (1–20, default 1.0).
  • Weather: Enable Rain toggles the rain shading path on the body and skin.
  • Hair & Clothes Physics: Apply Physics button (or Hair/Clothes influence sliders once physics exists).
Character Settings panel for Arknights: Endfield
  • Default: Original game lighting baseline.
  • Sunrise: Warm, soft morning glow.
  • Day: Crisp, balanced daylight illumination.
  • Sunset: Golden-hour tones with warm highlights.
  • Night: Dim cool moonlight tones.
  • Rainy: Overcast, diffused atmospheric shading.
  • Custom: Unlocks granular control over Ambient, DirLight, Specular, Base Color, and Fresnel colors.
Arknights: Endfield Lighting Mode preset dropdown (Rainy)

When Lighting Mode is set to Custom, fine-tune each channel of the Endfield PBRToon shader:

  • Ambient: Base ambient illumination tint.
  • Light (DirLight): Color tint applied to fully lit regions.
  • Specular: Specular highlight color.
  • Base Color: Base albedo tint multiplier.
  • Fresnel Inside / Outside: Rim fresnel gradient colors.
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