MingToon
By the end of this page you'll know which slot in MingToon takes which mask, and which tab creates it.
MingToon offers fine-tuning per mask slot
Most mask properties come with channel select · Invert · remap · feather. If effect appears reversed, check the Invert toggle first before re-baking.
Most used masks
| Property | Inspector path | Purpose | Made in |
|---|---|---|---|
_RegionMask | Region ▸ Region Mask (RGBA = 4 Regions) | Use each of R/G/B/A 4-channels as a different area to control 4 places from one texture — same method as Combiner channel packing, one of the most used masks | Combiner |
_BaseAdjustMask | Base Color ▸ Color Adjust ▸ Mask | Control strength of Base Color hue adjustment per area — one of the most used masks | Paint |
Other masks
| Property | Inspector path | Purpose | Made in |
|---|---|---|---|
_AlphaMask | Surface ▸ Alpha Mask | Control transparency per area — fine adjust with channel/invert/remap/feather | Paint |
_MaskMap | PBR ▸ Packed Mask (R Metal / G AO / B Reserved / A Smooth) | Packed texture with metallicness · AO · smoothness already separated by channel — same form as Combiner pack | Combiner |
_ToonSpecularMask | Specular ▸ Toon Specular Mask | Where toon specular (highlight) appears | MatCap Gloss |
_FresnelRimMask | Rim ▸ Fresnel Rim Mask | Where edge rim light appears | MatCap Gloss |
_GlitterMask | Glitter ▸ Glitter Mask | Where glitter particle effect appears | Paint |
Slots with fixed channel meaning
Two slots have fixed channel meanings in the shader. Define order directly with Combiner's Channel Packing (manual mode).
| Slot | R | G | B | A |
|---|---|---|---|---|
PBR ▸ Packed Mask | Metal | AO | Reserved | Smooth |
Region ▸ Region Mask | Area 1 | Area 2 | Area 3 | Area 4 |
The AO channel receives masks baked in MatCap Gloss tab's AO (Cavity) mode.
Open directly from MingToon Inspector
If using MingToon together, an MM button appears next to mask texture slots. Press it to edit that slot's mask directly in Scene view. Works with a single material selected.
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.
- Set the channel selector to the channel where data actually lives.
- Verify the parent
~ Enabledtoggle that enables this property is on.
Not seeing effect? → Troubleshooting