Skip to main content

0.1.11

Open beta · 19 September 2026

In one line​

Conversion, builds and updates are steadier, while Depth Shadow, factory looks and the Inspector changed substantially.

업데이트 전 확인
  • Backup: back up the whole project before installing.
  • Re-bake: restore baked materials to editable, then bake them again.
  • Re-upload: VRChat avatars need uploading again to receive this.
  • Look changes: check Edge Rim, Volume Specular, the lighting baseline, Depth Shadow and dark-base shadows.
  • Existing materials: stored defaults are not rewritten. Recreate them or reapply a preset to receive the new baseline.
  • lilToon materials: reflection, backlight, Fresnel rim and Depth Shadow conversion changed. Re-convert and compare.
  • Animation: eight 2D property IDs migrate automatically, but clips and FX layers that bind them directly need rebinding.
  • Project JSON: schema 24 documents are rejected. Export them again from current materials.

New features​

  • Edge Rim — a separate contour rim with Light Direction Influence, Edge Width (Pixels), Contour Tightness and backlit intensity/width boosts.
  • Backlight — lilToon's wrapped backlight as its own module, with a color map, View Wrap, Backlight Directivity and Backface Mask.
  • Reflection — conversion now enables authored reflection toggles, cube maps and color maps, and carries separate PBR/reflection normals.
  • Stack Distance Fade — every additional-texture layer supports lilToon's Start, End and Strength rows.
  • Environment Intensity — one control over world color, indirect light, Light Volume and the finished shadow color layers.
  • Face / Hair Shading — regrouped as Face Area → Shading → Shadow Mode → Reference → Advanced, with dead folds removed.
  • Plane Face Proxy — a flat front-facing basis for face shading.
  • Color Preset Editor — inspect, save and edit shadow and master-grade values in one window.
  • Preset Capture & Management — applying and saving are separated, with the last applied preset remembered.
  • Performance Cost — an upload-basis summary with expandable detail.
  • Texture cards gained previews, sorting and assigned-only filtering. Layers can be added, enabled, moved and deleted on the card.
  • Original texture import settings — group and apply Max Size, Quality and format by texture type.
  • Generated cache cleanup — verify references and move unused MingToon shaders or packed textures to Trash.
  • Include preview versions — opt in from the updater. Clearing it offers stable even when its number is lower than the installed prerelease.

Changed defaults and look changes​

  • Factory looks now ship with Edge Rim off. The old backlight preset folder is renamed to edgerim with the same GUIDs.
  • Volume Specular now defaults to Off instead of Full, reducing metallic-looking Light Volume highlights.
  • The lighting baseline is Environment Color Influence 1, Preserve Base Map Color 0.1, Minimum Final Brightness 0.2, Edge Rim Maximum 0 and Edge Rim Response Floor 0.5.
  • Darkening Influence is 0.8, Normal Bias 0.01, Screen-Space Shadow Overlap Depth 0.5 and Dark Base Shadow Contrast 0.8. Every Scene Light Influence row is 1.
  • All 18 factory looks were retuned against the MAYO reference materials and the new lighting baseline. Reapplying overwrites them.
  • The BRP outline reads Light Volume level once per vertex, then applies its level and color to the line without adding per-pixel samples.
  • Shadow colors now follow Light Volume level and color through the same completed-light path as the base surface.

Depth Shadow (formerly 2D Shadow)​

  • 2D Shadow is now Depth Shadow, 2D Rim Light is Depth Rim Light, and 2D Translucency is SSSSS (Experimental).
  • Eight stored shader IDs migrate from 2D to Depth. Only directly bound animation clips and FX layers need rebinding.
  • Angle Width Floor and Angle Length Floor now default to 0.35 instead of 0.02, preventing the shadow from disappearing when light and camera line up.
  • Depth Curve now defaults to 0 instead of 0.5, so a new material's depth stretch is proportional to the blocker distance.
  • Those three defaults affect new materials only. On an existing material whose shadow disappears in an upward view, raise both angle floors to 0.35.
  • Fixed: the converter and color presets forced Screen-Space Shadow Overlap Depth back to 0. The shader and preset value is 0.5.
  • Depth Shadow length is now measured along the character's own axes, so rotating the character no longer makes the shadow direction wander with the screen.
  • The Shadow Pattern option Depth2D is now Depth. Its stored value is unchanged.
  • Display and search names for Depth Shadow, Depth Rim Light, SSSSS and Inner Depth Edge now use the current Depth vocabulary.

Improvements​

  • Baked shaders now share normal, tangent and scene-lighting work, and skip neutral gamma and unused unlit vertex-lighting paths.
  • Face and legacy transparent sampler profiles are merged, and the automatic depth anchor is excluded from constants, stabilizing shader generation and warm builds.
  • Profiles now merge only when the pass and surface mode match, so different render states cannot be mixed.
  • Generated-texture signatures, final-mask compression and safe mask-source pruning reduce duplicate generated files.
  • Outline lighting is simpler, Follow Base Map and Follow Alpha are independent, and a DOF outline depth pass was added.
  • URP gained a two-sided transparent far-face pass, CBUFFER cleanup and thin PBR specular fixes. Baked URP shaders prune the far-face pass when off.
  • Moving or deleting a layer now moves animation bindings atomically, and importer drafts plus Unity 2021 metadata are preserved.
  • Warudo prefab-only builds keep referenced materials and metadata, while development menus are stripped from release packages.
  • Narrow Inspector headers, performance indicators, texture lists and preset layout were cleaned up, and dead Manager screens were removed.
  • The first install warms only the lighting state needed for the first paint, reducing the initial wait.

Fixed​

  • Importing a texture no longer starts scene-wide mask planning. Only selected inputs are prepared.
  • Mask input receipts are prepared once before a manual bake or upload, without repeated validation of completed receipts.
  • Build-only changes no longer create a new shader profile every upload. Successful builds reuse the generated profile and source cache.
  • lilToon conversion now runs convert → look preset → color preset. Source reflection, backlight and face data are kept, while Edge Rim stays owned by the look preset.
  • Manager can enable Fresnel rim, and converted outline widths are normalized in the source's own width domain.
  • Applying a factory look no longer preserves source values implicitly.
  • Fixed: color presets overwrote the shadow color map UVs and base alpha.
  • Fixed: mask-pack channel order and the shadow-boundary gate now follow one contract.
  • The retired Hue blend operator is removed, and zero-light shadow round-trips no longer damage values.
  • Fixed: the lilToon reflection module stayed off, so cube-map overrides and reflection color maps were ignored.
  • Fixed: converted lilToon metals lost cube-map reflection in shadow, and Fresnel rim conversion covered whole surfaces.
  • Fixed: Basic Face looks forced emission on, and the outline hull lost its color gamma.
  • Fixed: texture-importer drafts overwrote newer settings, and moving or deleting layers broke animation bindings.
  • Fixed: URP failed to compile SSAO/depth-shadow-mask combinations, and URP CBUFFER and thin PBR specular had regressions.
  • Fixed: Warudo prefab-only builds missed referenced materials, and Unity 2021.3 compile errors were corrected.
  • Fixed: the automatic update notice could replace the full updater and had no way to open update details.
  • A stale DLL installation receipt is rebuilt from the installer's verified inventory, so later updates can install. The bootstrap DLL is unchanged.
  • Corrected 31 tooltip defaults that disagreed with the shader. The Depth2D pattern option typo is also corrected.

Known limitations​

  • VRC Light Volume cast-shadow appearance in v2 and v3 worlds still differs from 0.1.10.
  • VRC Light Volumes 3 worlds use the legacy v2 buffer only. Native v3 shadows, clustering and per-light shading are unsupported.
  • The first shader compile and first upload can take longer because the cache is cold.

Install and update guide · Rim · lilToon conversion · 0.1.10 patch notes