0.1.13
Stable release · October 11, 2026
These are the changes in the stable 0.1.13 release.
Summary
Fixed the black-avatar and shader problems after an update, and problems when used with other avatar tools.
Before updating
- Backup: back up important projects first and test on a separate copy.
- Re-bake: the generator version is now 104. Existing bakes are shown as outdated, so restore and bake again.
- Re-upload: reconvert converted avatars with this version and upload them again for the changes to apply.
- Matcap cache: the matcap generation cache now tells texture sampler settings apart, so existing matcap caches are rebuilt once after the update.
- First launch: the first launch after an update re-imports the MingToon folder once, so it can take a while. Do not close Unity while it runs.
Defaults and appearance changes
- The depth light ships in VRChat uploads off by default and is turned on only for you and your friends. If a viewer's safety settings block the animation, it stays off for non-friends. Turning on Show depth effects to non-friends too turns it on for everyone, as before.
- In projects that use NDMF, upload preparation runs inside the NDMF build, based on how the avatar looks after other tools changed it. Projects without NDMF run it in the VRChat SDK build step as before.
- Supports VRC Light Volumes v3.0.0-dev.21. v2 worlds are also read through the v3 path. Point-light occlusion baked into the volumes is no longer applied in v2 worlds, so a point light behind a wall can show through. v3 worlds and worlds without Light Volumes are unchanged.
- The point shadow dial was removed from the Inspector.
Fixed issues
- Fixed avatars turning black or showing shader errors after an update. Updated shader files were not detected as changed by Unity, so old shader code and new files were compiled together. Package file timestamps now differ per version.
- Replaced the blocking wait dialog that froze the editor during shader warm-up after install with a progress bar that keeps the editor responsive. Warm-up now compiles only the render pipeline you are using, and Cancel moves it to Background Tasks at the bottom right.
- Fixed C# compile errors when importing MingToon into early Unity 2021.3 versions (for example 2021.3.18f1). VRChat (2022.3) and WARUDO (2021.3.45f2) are unchanged.
- When AAO, LAC or another optimizer changes a material after MingToon's preparation and the receipt no longer matches, the upload is no longer blocked. A warning is logged and that material goes through the normal path.
- lilToon materials are recognized for conversion even when the folder name is not exactly
lilToon(for example a versioned name). - Blend shape values are kept when a mesh is swapped. A name mismatch logs a warning.
- Fixed conversion stopping when the converted copy has a Missing Script. Missing Scripts are removed from the copy only, and your original is not changed. If saving the prefab fails, the converted object and new materials stay in the scene, so save the scene as the result screen says.
- Fixed material-swap toggle animations that still pointed to the lilToon material after conversion. On the upload build copy, material references in clips are replaced with the converted MingToon material. Your original clips and controllers are not changed, with Auto Optimize on or off. Materials without a conversion record, or an original with more than one converted material, are left as they are with a warning. Copies made by the wizard before conversion records existed are handled the same way when the structure matches.
- Fixed a false "Preserved a user keyword edit" warning after an upload, and some keywords not returning to their original state.
- Fixed VRCFury
Build an Editor Test Copyused with d4rkAvatarOptimizer or TexTransTool, where the copy reverted to pre-build materials so hair was not drawn or textures looked shifted. - While a Test Copy or manual bake copy exists, the build files it uses are not deleted, and they are cleaned up when the copy is removed.
- Fixed a manual bake copy changing the depth anchor values of the original MingToon materials.
- Fixed compile errors in the MingToon shader copy made by d4rkAvatarOptimizer when
Write Properties as Static Valuesis on. If a copy of a MingToon shader edited by another tool is used, the upload warns. MingToon cannot guarantee how that copy looks. - If a mesh-rebuilding tool removes the UV data MingToon baked into the mesh (outlines, etc.), the upload warns and sets the effects that use it to safe values.
- TexTransTool atlas: MingToon tells TexTransTool which UV each texture uses, so textures stay aligned after atlasing.
- Upload ends with a check that MingToon materials are still intact. If another tool changed a material or shader, the console names the slot.
- Fixed the pinned top tab breaking when one object has several MingToon materials. The pinned tab and jump list now work per editor.
- The build summary log wording "depth availability promotion" now reads "number of materials with VRC Light Volumes on".
- The first conversion after the install warm-up no longer compiles an extra shader variant.
Ming Light Controller 0.1.4
Ming Light Controller 0.1.4 ships together with 0.1.13. MLC is a separate product.
- With NDMF 1.14 or newer, parameters added by other tools, such as Modular Avatar and FaceEmo, count toward the budget in the Budget & Validation panel.
- Synced Menu Items that NDMF does not report are still counted, by their parameter name.
- When the NDMF count differs from the avatar-descriptor-only count, the Budget panel shows both numbers.
- Builds no longer fail early, before those tools have added their parameters. The final budget is checked again after all tools have run.
- The final budget message no longer names a specific tool.
- Updating from an older source-code install of MLC to the DLL package: the settings Inspector now shows the MLC panel instead of Unity's plain default Inspector.
- Material group templates reject non-finite values (NaN or infinity).
- Updating from 0.1.2 or 0.1.3: import the unitypackage over the existing folder with Import All. Settings are kept.
Known limitations
- Reports of only the mouth not moving in MMD worlds. The cause is not confirmed. A defensive fix moves the FX layer that turns the depth light on and off behind FX layers 1 and 2, which MMD worlds turn off. We have not checked it in an MMD world yet, so please tell us if the same symptom continues.
- Reports of skin flashing when looking up with lights and rim turned off. Reconverting with the latest version fixes it in some cases.
- Reports of shadows looking wrong from other people's view. The cause is being checked.
- Reports of a body material slot disappearing. Under investigation.
- If a character turns pink right after installing or updating, a shader compile during warm-up ran past Unity's time limit. Right-click the MingToon shader in the Project window and choose Reimport to fix it. This can happen on slower PCs; automatic recovery comes in the next version.
- Compatibility checks cover PC (Windows) builds. Avatars with VRCQuestTools were confirmed to have no effect on the PC build. The look of the Quest version is outside what was checked.
- VRM export (NDMF VRM Exporter) converts to VRM shaders, so the MingToon look is not kept. Only that the export finishes without errors was checked.
- TexTransTool atlas: textures with tiling, offset or scroll are not put in the atlas, and a warning is shown. A material that uses a very small solid-color texture such as 2x2 can show a shifted color, because TexTransTool places it in a narrow strip at the atlas edge (same with lilToon materials). Please exclude such materials from the atlas.
- Manager's
Run build hooks in Play modecan modify the avatar directly during Play, so keep it off. The default is still off.