lilToon
By the end of this page you'll know which slot in lilToon takes which mask, and which tab creates it.
lilToon reads only the R channel of masks
lilToon has no channel selection UI and always samples R. When packing with Combiner, lilToon slots go first in the pack's R position — only one lilToon mask fits per pack. → Channels and packing
Most used masks
| Property | Inspector path | Purpose | Made in |
|---|---|---|---|
_Main2ndBlendMask | Main Color ▸ 2nd ▸ Mask | Specify where the 2nd Main Color layer (pattern, overdraw, etc.) appears — one of the most used masks | Paint |
_Main3rdBlendMask | Main Color ▸ 3rd ▸ Mask | Where the 3rd Main Color layer appears (one more layer above 2nd) | Paint |
_MainColorAdjustMask | Main Color ▸ Color Adjust ▸ Mask | Control strength of Main Color hue adjustment (HSVG, etc.) per area | Paint |
_EmissionBlendMask | Emission ▸ Mask | Where self-emission appears | Paint |
_Emission2ndBlendMask | Emission 2nd ▸ Mask | Where 2nd self-emission layer appears | Paint |
_MatCapBlendMask | MatCap ▸ Mask | Where MatCap gloss blends in — mask baked in MatCap tab goes straight here | MatCap Gloss |
_MatCap2ndBlendMask | MatCap 2nd ▸ Mask | Where 2nd MatCap layer blends in | MatCap Gloss |
Other masks
| Property | Inspector path | Purpose | Made in |
|---|---|---|---|
_AlphaMask | Rendering ▸ Alpha Mask | Control transparency per area (works only when Rendering Mode is Cutout/Transparent) | Paint |
_ShadowStrengthMask | Shadow ▸ Strength Mask | Reduce or remove shadow darkness per area | Paint |
_SmoothnessTex | Reflection ▸ Smoothness Map | Smoothness (gloss) per area — white is more shiny | MatCap Gloss |
_MetallicGlossMap | Reflection ▸ Metallic Map | Metallicness per area — white reflects metallic | Paint |
_OutlineWidthMask | Outline ▸ Width Mask | Outline thickness (white = original, black = no outline) | Paint |
Alpha bake
lilToon supports the official way to bake _AlphaMask into MainTex's alpha channel and empty the slot itself. This is the Combiner auto-optimize alpha bake option — one entire mask texture disappears.
→ Combiner
How to plug in
- Bake the mask.
- Select texture → Inspector sRGB (Color Texture) OFF → Apply.
- Drag into the slots in the table above from Material Inspector.
- lilToon has no channel selection, so mask data must be in R channel. Grayscale-baked masks have R=G=B so they're already correct.
Not seeing effect? → Troubleshooting