Enable Eye-Dome Lighting Mode

How to enable Eye Dome lighting to accentuate edges and enhance depth.

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Eye-Dome Lighting (EDL) is a lighting model that accentuates the shapes of objects within a point cloud by grouping cobjects that are close together and shading their outlines, enhancing depth perception. EDL is implemented as a Post-Process material and requires a Post Process Volume to work. It does not use any engine light sources, so it can be used with the unlit rendering method.

EDL can be used with Ambient Occlusion but this may produce an excessively dark image.


  1. Access Post Process Volume under Modes tab > Volumes category > Post Process Volume.

  2. Drag the Post Process Volume (PPV) into your level to create a new instance.

  3. Once in the level, select it and scroll to the Rendering Features category. Expand Post Process Materials and click on the + icon to add a new one. From the drop down menu select Asset reference.


  4. Under View Options. enable Engine Content and Plugin Content to be visible.

  5. From the new drop down menu, select one of the two following options:

    • M_PP_EDL_MainPass - This will apply the EDL to every object in the level, not just point clouds. If you only display the cloud elements, this is the recommended option.

    • M_PP_EDL_CustomPass - This will apply the EDL only to objects using Custom Depth Pass. This setting can be found under Rendering in the advanced section, and can be applied for point clouds and other meshes. This option is recommended if you want to selectively apply the technique. Enabling Custom Depth Pass will incur a performance cost.

  6. To apply the EDL to the whole level, enable the Infinite Extent (Unbound) option on the PPV.



EDL has been applied to the level. Notice the change to edges of objects in the level and how this ehances depth perception.


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