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Features and MingToon Properties

After reading this page you will know which MingToon material value each menu item drives, and you will have a reason for deciding what to turn on and what to leave off.

Menu item names can be changed freely in Menu Layout. The tables below are organized by feature, not by name, and use the names shown in the Selected Item Settings card.

Default catalog and advanced catalog​

MLC's feature list comes in two bundles.

  • Default catalog — usable as soon as you add the component.
  • Advanced catalog — enters the list only when Advanced Catalog in the Advanced Options card is on. All eight items start turned off.

The Enabled Features row of the Budget & Validation card shows how many features are currently on out of the total.

Compact steps in the tables below is how many steps the Compact profile splits that value into before sending it. That number decides the synced bit count — 8 steps is 3 bits, 16 steps is 4 bits.

Virtual Light​

A light that follows the character regardless of the scene lighting.

FeatureMenu formRangeDefaultCompact steps
Virtual LightToggle—Off—
Light YawTwo-axis-1 ~ 1016
Light PitchTwo-axis-1 ~ 108
Virtual Light IntensityRadial0 ~ 10.258
Follow CharacterToggle—On—
Replace ModeToggle—Off—
Add ModeToggle—Off—

Light Yaw and Light Pitch are the two axes of a single two-axis control. In the recommended menu, one item named Direction carries both features together.

Replace Mode and Add Mode write different numbers into the same material value. In the recommended menu the two items sit inside a Mode folder alongside the Auto Mode command.

Master Adjust​

A higher-level intensity applied to everything that adds light, to all shadows, and to the final output.

FeatureMenu formRangeDefaultCompact steps
Additive LightRadial0 ~ 10.258
Edge RimRadial0 ~ 10.258
ShadowRadial0 ~ 10.258
Final OutputRadial0 ~ 10.258

In the recommended menu, Final Output is placed both at the root and inside the Master Adjust folder. That layout puts a frequently used value within one press at the root, and both places point at the same single feature.

Hue / Saturation Color Wheel​

One two-axis control drives the two features Shared Color X and Shared Color Y together.

FeatureMenu formRangeDefaultCompact steps
Shared Color XTwo-axis-1 ~ 1016
Shared Color YTwo-axis-1 ~ 108

These two values move five color properties at once. That means the virtual light color and the four master colors always move in the same direction; they cannot be turned separately per part.

Performance​

All five toggles are on by default. On here does not mean pushing the value to 1 — it means restoring exactly the state that was authored on the materials and renderers at install time. A module you deliberately left off is never switched on by the menu.

FeatureWhen offWhen on
Cast ShadowsShadow casting is turned off on every rendererRestores each renderer's authored value
Depth EffectsDepth effects and the inner outline turn off, and any Light shipped alongside turns off with themRestores each slot's authored value and the Light's authored state
OutlinesOutlines turn offRestores each slot's authored value
Normal MapsNormal maps turn offRestores each slot's authored value
PBR / ReflectionsPBR surfaces and in-shadow reflections turn offRestores each property's authored value per slot

If the build has no Light, the Light side of Depth Effects does nothing. Even when there is one, a Light the author left off is never switched on.

The five features have to express 32 independent states, so five synced bits are their minimum cost. The Disable All and Enable All commands change all five at once.

Performance Distance Scale​

FeatureMenu formRangeDefaultCompact steps
Performance Distance ScaleRadial0 ~ 10.58

This is the only item inside the Performance folder that is a value rather than a toggle. The radial's 01 expands to the material-side Performance Distance Scale of 02, so radial 0.5 is the same state as the scale of 1 authored on the material.

MingToon materials split distance from the camera into three tiers. The actual boundary is the material's Performance Distance (m) × Performance Distance Scale.

TierHow farWhat changes
NearInside 0.4× the actual boundaryNothing. Drawn exactly as authored
MidFrom there out to the actual boundaryModules stay on; only the per-pixel sample ceiling drops
FarBeyond thatHeavy items drop out, including the four depth-effect modules and the projection boundary feather

The decision is made per object, not per pixel, so every pixel of one character uses the same tier. Crossing the boundary switches everything at once.

How to use it in game

In a crowded instance, turn the radial down and stay in a light state at all times; when taking photos, turn it up and keep the near look further out.

Turning the radial all the way to 0 makes the actual boundary 0, so the character is always drawn in the lightest state regardless of distance. If the material-side scale is saved as 0, the MingToon validator reports it as a MING-MAT-PERF-DISTANCE-ZERO warning (not an error). If letting MLC drive it down to 0 in game is your intent, leave it as it is.

Photo look bits​

FeatureMenu formDefault
Photo Look Bit 0ToggleOff
Photo Look Bit 1ToggleOff
Photo Look Bit 2ToggleOff

Photo looks are not one integer parameter but three saved and synced booleans. The combination of the three bits points at one of eight looks, and the eight commands in the Photo Looks folder pick that combination for you.

The three bits are one set. Enabling only some of them, or leaving only some of them on the menu, causes the install to be rejected.

Commands​

A command item holds no value; pressing it runs one predefined action. These are the only commands MLC accepts, and a command item carrying any other value is rejected by validation.

CommandWhat it does
ResetReturns the features to their reset values
Auto ModeReturns the virtual light mode to automatic
Photo: Neutral and seven morePicks one of the eight photo looks
Disable AllTurns off all five performance toggles at once
Enable AllReturns all five performance toggles to their authored state

Photo: Neutral is the look that returns every value a photo look touches to exactly its original state.

Commands travel through one shared command value and it returns to 0 as soon as the action finishes, so pressing the same command repeatedly works.

A command item enters the final menu only when the feature it drives is enabled. If the condition is not met, the configuration carrying that command is rejected by validation.

CommandWhat has to be enabled
Every commandThe Unified Command feature that carries the shared command value
The eight Photo: …All three photo look bits
Disable All · Enable AllAt least one of the five performance toggles
Auto ModeAt least one of Replace Mode · Add Mode
ResetNo extra condition

"Enabled" here means all three conditions hold — Enabled on, Animated on, Pin To Value off.

Advanced catalog items​

All eight are radials with a 0~1 range and 8 Compact steps. They all start turned off.

FeatureDefaultWhat that value means
Minimum Brightness0Raises the brightness floor
Maximum Brightness1Lowers the brightness ceiling
World Light Color1How much of the world lighting color reaches the character
Unlit0How far lighting is ignored
Emission Intensity0.5Emission multiplier
Backlight Intensity0.5Backlight multiplier
Value1Value of the final output color
Temperature0.50.5 is neutral; lower is cooler, higher is warmer

Each default is the point at which enabling the feature does not change the look. Enable one and leave the value alone and the screen does not change — only the parameter cost goes up.

Rows on the menu with no feature behind them​

The Advanced > Color Grade folder of the recommended menu has three rows placed in it — Global Hue · Global Saturation · Gamma — but neither the default catalog nor the advanced catalog has a matching feature. That is also why those three rows alone keep an English name that is never translated. Selecting one of those three rows shows The feature for the selected menu item was not found in the catalog., and it creates no parameter, no menu, no animator layer, and no material binding.

Value and Temperature in the same folder do exist in the advanced catalog, so they work normally.

Those three rows are placeholders kept so the layout does not have to be rebuilt when features are added later. If you are not using them now, leave their checkboxes off.

MingToon property map​

These are the MingToon material properties each feature actually drives. A menu value of 0~1 is multiplied by the scale below (and, for temperature, has -1 added on top) to become the property value.

FeatureMingToon propertyScale
Virtual Light_MingVirtualLightEnabled1
Replace Mode_MingVirtualLightMode1
Add Mode_MingVirtualLightMode2
Follow Character_MingVirtualLightFollowCharacter1
Light Yaw_MingVirtualLightYawOffset180
Light Pitch_MingVirtualLightPitchOffset89
Virtual Light Intensity_MingVirtualLightIntensity4
Shared Color X_MingVirtualLightColorX · _RimMasterColorX · _EdgeRimMasterColorX · _ShadowMasterColorX · _OutputMasterColorX1 each
Shared Color YThe Y components of those same five1 each
Additive Light_RimMasterIntensity4
Edge Rim_EdgeRimMasterIntensity4
Shadow_ShadowMasterIntensity4
Final Output_OutputMasterIntensity4
Performance Distance Scale_PerfDistanceScale2
Minimum Brightness_MingVrcPhotoMinimumBrightness4
Maximum Brightness_MingVrcPhotoMaximumBrightness8
World Light Color_MingVrcPhotoLightColorInfluence1
Unlit_MingVrcPhotoUnlit1
Emission Intensity_MingVrcPhotoEmissionScale2
Backlight Intensity_MingVrcPhotoBacklightScale2
Value_OutputMasterColorValue1
Temperature_MingVrcPhotoTemperature2, then -1 added

The five performance toggles restore an authored state instead of writing a value, so they have no scale. This is what they cover.

FeatureWhat it covers
Cast ShadowsThe renderer's shadow casting setting
Depth Effects_DepthEffectsEnabled · _OutlineInnerEdgeEnabled · the active state of any Light shipped alongside
Outlines_OutlineEnabled
Normal Maps_NormalEnabled
PBR / Reflections_PbrEnabled · _ShadowReflectionEnabled