# Visual settings (/docs/guides/visual-settings)

Choose player materials, visibility colors, glow, smoke handling, and temporary display rules.

## Choose player materials [#choose-player-materials]

Open **Players** and enable **Chams** under **Player Features**. Set **Visible Material** and **Hidden Material** independently in the **Chams** section.

| Material      | Appearance                                             |
| ------------- | ------------------------------------------------------ |
| Disabled      | Omit that material pass.                               |
| Flat          | Use the selected color without lighting.               |
| Fresnel Glass | Concentrate color and opacity near the silhouette.     |
| Metallic      | Add view-dependent highlights and a brighter rim.      |
| Solid         | Shade the selected color with lighting and highlights. |

**Visible Color** and **Hidden Color** include opacity. A material must be enabled before its color control appears. Turning off the master **Chams** switch suspends the materials while preserving their selections.

For a view that shows only the visible material, select **Flat** for **Visible Material** and **Disabled** for **Hidden Material**. To distinguish hidden parts, enable a hidden material and choose a different **Hidden Color**.

## Understand visibility and No Depth [#understand-visibility-and-no-depth]

In **Debug**, the **VPK Parser** section contains **Enable Vis-Check**. With that option enabled and map geometry loaded, the GPU depth prepass separates visible and hidden portions of each player mesh. For example, a player partly behind a wall can use both colors in the same frame.

Without that prepass, the renderer chooses one material for the whole player from the visibility result. That fallback cannot split the mesh at the wall edge. Check map loading when material boundaries do not match the environment.

Selecting **Flat** exposes **No Depth**, which controls the `flat_chams_no_overlap` setting. It suppresses repeated blending of overlapping flat mesh fragments, which can help when using partial opacity. Map visibility remains controlled by **Enable Vis-Check**. Stencil outlines use their own stencil rendering path.

## Configure glow or an outline [#configure-glow-or-an-outline]

Enable **Glow** under **Player Features**, then choose **Glow Style** in the **Glow** section:

- **Glow** exposes **Glow Thickness**, **Glow Color**, **Glow Strength**, and optional **Pulse** with **Pulse Speed**.
- **Stencil** exposes **Outline Thickness** and **Outline Color** for an expanded mesh outline.

Turn on **HP-Based Color** to replace the fixed color with **Health Start** at full health and **Health End** at low health. Hidden-player glow also depends on **Hidden Material** being enabled. Check that setting if glow appears only on visible players.

## Handle smoke [#handle-smoke]

**Debug > VPK Parser > Smoke Voxel Check** includes dense smoke in visibility checks and the depth prepass. A player behind smoke can therefore use the hidden material or occluded ESP settings.

The **Chams** and **Glow** sections each offer **Reveal After Hit Through Smoke** and **Reveal On Damage**. Enable the effect in the category you want, then set **Display Time** and **Fade Out**. The position-tracking option follows the target when enabled and uses the recorded hit position when disabled.

In **World**, **Smoke Wireframe** draws the smoke boundary. **Through Smokes** draws map geometry inside the smoke shape, with its own **Through Color**. These world controls are separate from the player material and reveal options.

## Hide visuals while shooting or flashed [#hide-visuals-while-shooting-or-flashed]

Enable **Dynamic Hiding** under **Player Features**. In its section, choose independently whether to hide ESP, chams, or glow while shooting or flashed.

The shooting condition uses the game's shots-fired value. The flash condition starts when the reported flash alpha exceeds `0.001`. It does not wait for the **Anti Flash** transition thresholds. The display rules apply temporarily and do not overwrite the profile's material selections.

## Limit display with Timed Highlight [#limit-display-with-timed-highlight]

Enable **Timed Highlight**, then choose **Chams**, **Glow**, or **ESP** in its section. Set **Display Time**, **Fade Out**, and **Color**.

Each selected category starts a timer when a living, eligible player is on screen and qualifies for that category's display. At expiry, that category disappears for the player while they remain eligible. Leaving the screen or otherwise losing eligibility resets the timer for the next appearance.

For example, enable only **ESP** here to limit its display duration while keeping ordinary chams outside that timer. For continuous display of every category, disable **Timed Highlight**. This timer is separate from the hit and damage reveal durations.

Save your choices through **Config > Save**. See [Configuration](/docs/concepts/configuration) and [Focus and shortcuts](/docs/guides/focus-and-shortcuts) if the overlay disappears when changing windows.
