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Gradient

By the end of this page you'll know how to bake a world-direction gradient into a color texture, and how to set a Reference Bone so position stays fixed even when the pose changes.

Creates: Color UV texture (sRGB) — for ombre/fade dye

Procedure​

  1. Select object → Load → Preview ON
  2. Edit gradient colors or use a preset (white→black, etc.)
  3. Use direction buttons (↑ ↓ ← → Front Back) to set direction, or directly drag start/end handles in the scene view (center knob = move everything)
  4. Confirm wrap mode (Clamp / Repeat / Mirror) and preview display option
  5. Bake — saves as color texture (sRGB)

If the mesh has multiple materials, pick the working slot from thumbnails below the checkbox. → Material Slot Picker

Uses world position​

The gradient reads world coordinates. Rotating the camera doesn't change results. For avatars standing in the same spot, applying a preset will reproduce the identical direction and range.

When Preview is off, scene view handles appear dimmed and can't be edited.

Reference Bone​

Pose changes shift world coordinates. If an avatar raises its arm, the sleeve's gradient stays at world position, not relative to the body.

Set a Reference Bone and the start/end points follow that bone.

SituationNo reference boneReference bone set
Avatar T-pose → A-posePosition shiftsStays fixed
Apply preset to different avatarWorld coordinates as-isFinds bone by name and reproduces
Avatar has no bone with that name—Falls back to world coordinates
Head for hair, arm bone for sleeves

For gradient on moving parts, pick the bone that actually moves that part. Then pose adjustments won't make the picture flicker.

Wrap mode​

What to fill the area outside the gradient range.

ValueBehavior
ClampExtend both end colors as-is
RepeatRepeat the gradient
MirrorRepeat with alternating direction flips

Saving​

  • Gradient is color, so it saves with sRGB on. Opposite of masks. → sRGB and import settings
  • If a same-named file exists, you're asked Overwrite / New Name / Cancel.
  • Confirm in the Recent Bakes list at tab bottom; ping or open folder.
  • When Hierarchy selection changes, a "Selection changed — reload" line appears.

Where to assign​

Gradient output is color, not a mask. It goes into a color layer slot, not a mask slot.

ShaderExample
lilToonMain Color ▸ 2nd ▸ Color Texture
PoiyomiDecal · second main texture family
NiloToonBase Map ▸ Stacking Layer ▸ Color Tex

To specify "which region gets this color," make a separate mask with Bridge + Region Mask or Paint and assign it to the mask slot of the same layer.