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
2Dproperty 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
backlightpreset folder is renamed toedgerimwith 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 Shadowis nowDepth Shadow,2D Rim LightisDepth Rim Light, and2D TranslucencyisSSSSS (Experimental).- Eight stored shader IDs migrate from
2DtoDepth. 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
Depth2Dis nowDepth. 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
Depth2Dpattern 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