0.1.12
Open beta · 1 October 2026
Narrow-window display fixes
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Updates show the same foreground warm-up window as new installations. Cached work is skipped;
Cancelkeeps completed cache entries and continues the remaining preparation in the background. -
Unity's current readiness is checked even for shaders previously recorded as ready. If only the record remains and the shader is not ready, it is prepared again before the first conversion; ready caches are still skipped.
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Material selection buttons in a narrow Manager show short labels and explanatory tooltips.
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The Play Mode build option uses a shorter label with the same default and behavior.
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The Simple inspector keeps the selected look and Apply button visible, including saved looks, separate High/Low entries, and color presets.
Conversion and outline improvements
- Meshes with valid normals and UV0 but no tangents can receive automatic outline baking on a generated clone with tangents and UV8; the original is preserved.
- Conversion reduces repeated analysis of the same shader-preparation plan.
- First-display warm-up now also prepares the unshadowed directional-light draw state. Additional compilation can still remain depending on the environment.
Summary
Conversion preserves originals, and editing is reorganized.
- Back up the project and keep the original materials.
- Beta UI, features, and appearance may change. Reconvert from originals.
- Restore and rebake manual output, then reupload to VRChat.
- Open existing materials that use masks and check their enabled state.
New features
- Make a MingToon copy — Creates an independent prefab and materials beside the original. → Wizard
- Start · Look · Optimize — Manager tasks use three tabs. → Manager
- Simple · Full — Feature rows, folding, and detail editing are reorganized. → Inspector
- Update — Opening the window checks the latest information. Markdown notes appear in the selected language.
Defaults and appearance changes
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Use Performance Distance is off for new materials. Enable it for distance optimization.
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Maximum Final Brightness also limits the light driving effects. Check appearance under strong lights.
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Normal Map Shadow is inside normal map settings. The new Shade Strength default is 0.7.
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New lilToon conversions use 0.5 times the previous corrected toon specular blend opacity. Existing material values are kept.
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Use Cubemap is off for new materials. Pattern and glitter slider limits are higher.
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A native Light Volumes v3 path is added. The v2 path is retained.
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Outlines follow the volume's base color and brightness. Individual lights inside the volume do not affect them.
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The volume darkening/brightening response controls are removed from the UI. Saved values remain unused.
Fixed issues
- Factory looks no longer fail validation because of obsolete mask channel data.
- Duplicate GPU rendering of static large texture previews is reduced. For 100 identical requests, renders changed from 100 to 1 with matching pixels.
- Outlines no longer stay bright alone in dark light volumes.
- Shadow reflection is no longer added incorrectly in bright areas.
- Prepared shader combinations skip compile requests using valid records and pass caches. Perceived differences vary by environment.
- VRChat builds prepare meshes/textures after MA and before AAO. Shader analysis follows the final transformations.
Known limitations
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An intermittent file replacement error can occur when starting an update from 0.1.11. Publishing a new version alone does not guarantee that it disappears. → Retry and support guidance
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This does not guarantee that total conversion time, cold shader compilation or first-paint time always decreases. A cyan placeholder can remain while asynchronous compilation is active.
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Preview counts cover GPU render requests for static large cards only. They are not overall FPS or GPU time.
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Live/streaming textures and small cards continue to refresh.
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Warm-up does not eliminate compilation of every shader combination.
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Manager Current load is an estimate, not actual GPU utilization.
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New-install/update acceptance and actual-avatar/URP validation are separate.
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The distribution targets the BRP core. MLC, Face SDF Studio, and Mask Maker are separate products.