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0.1.14

Stable release · October 24, 2026

These are the changes in the stable 0.1.14 release. This release contains the Built-in (BRP) core only; the URP add-on is not part of it.

Summary​

Shader preparation after an install or update no longer blocks the editor, and NDMF upload blocks and several rendering problems are fixed.

Before updating
  • Backup: back up important projects first, and update on a separate copy.
  • Rebake: the shader source changed, so baked shaders are rebuilt at the next bake or upload. The first upload after updating may take longer than usual.
  • Re-upload: avatars that are already uploaded must be uploaded again to render with the changed shaders.
  • Mesh restore: if the 0.1.13 conversion baked meshes you did not check, Put back original meshes on the card at the top of the Manager brings them back.

New features​

  • Support info: this Manager button, or Tools/MingToon/Copy Support Info, previews the MingToon, Unity and pipeline versions, the versions of tools used alongside, remaining recovery records and shader preparation status, then copies them to the clipboard. Paths, user names and project names are left out, and nothing is saved to a file or sent. Also copy the last conversion report adds the last conversion report.
  • Recovery Records window: opens when a VRChat upload or Play is blocked because recovery records remain. Press Restore again on each material; if the problem remains, you can clear only that material's record. Cleared records are backed up, and Undo last clear brings the last one back.
  • A card at the top of the Manager lists meshes that the 0.1.13 conversion baked with outline normals (UV8) only. Select them and press Put back original meshes to restore the original meshes; those materials' normal source returns to MeshNormal. The baked .asset files are not deleted.
  • The update window (StudioRaming/MingToon/Update) has the Include preview versions checkbox again. On a stable version, turning it on also checks preview versions.

Defaults and appearance changes​

  • Shader preparation after an install or update runs in the background. Progress and Cancel are in the status bar at the bottom of the Unity window and at the top of the Manager. A material drawn before preparation finishes shows cyan briefly while it compiles.
  • Glitter particle positions shift by half a cell. The placement changed while fixing particles being cut off at grid lines; setting values are unchanged.
  • In scenes with no real-time directional light (bake-only worlds, mirrors with pixel lights off), the outline's Apply Lighting now takes its shading from the same direction as the body.
  • Removed the SSSSS (Experimental) module. Materials that had it on are cleaned automatically on update, and the look of every other module is unchanged.
  • The factory preset Soft1 (Shadow Reflection) now turns off Shadow Reflection Mask Enabled, and RealSkin1 (normal map) has been removed. Materials you already applied are unchanged.
  • Conversion now bakes only the meshes you checked. Meshes with split edge normals are baked with the button in the Manager notice.
  • The range precompiled during editing is reduced to 2 surface stack layers, 2 normal maps and 2 matcaps. Materials that use more wait for one more compile the first time they open. Upload and build results are the same.

Fixed issues​

VRChat upload and build​

  • Fixed uploads staying blocked with "Material recovery is incomplete before the VRChat build" when used with NDMF. Projects already blocked are unblocked at the first upload after the update, with one warning line.
  • Fixed facial expressions not moving in MMD worlds on avatars with Remove depth light on build turned off.
  • Fixed the depth light FX controller used by VRCFury Test Copy being deleted when scripts were recompiled.
  • Fixed the face normal bake and UV router keywords turning back on after upload cleanup.
  • Fixed restore warnings about MingToon's own temporary copies, which the build deletes anyway, when building together with other optimization tools.
  • Fixed the manual bake with texture optimization stopping with an empty error when a MingToon material has no asset file. It now names the material and tells you to save it as a .mat asset.
  • On manually baked materials, the Debug Mode Normal Map Shadow toggle of Ming Light Controller 0.1.5 (released separately) now works.
  • Shaders baked for upload have fewer variants and instructions. A manual bake set to FastUpload gets the same reduction, and the look is the same.

Conversion​

  • When the target shader cannot be used, Manager conversion, the setup wizard and reconverting stale materials now stop before changing anything and say why. Before, the avatar turned magenta after conversion.
  • Fixed Hull Width Mask tiling and rim Light-Side Emphasis being dropped in projects without the lilToon shader. Refraction, fur and gem modes are recorded as "not supported" in the conversion report.
  • When a cutout material is converted for the first time, shadow variants it will not use are not compiled.
  • If a preset points to a texture that is not in the project, a warning with the preset name and property name is logged.

Shader preparation (warm-up)​

  • If a shader turns pink during preparation because compilation timed out, it is re-imported automatically and tried once more.
  • Even if preparation stalls or fails, the editor no longer freezes for long compiling the remaining variants all at once.
  • Fixed first-install preparation not starting while the Unity window was behind another window.
  • Closing Unity during first-install preparation opens the MingToon is preparing shaders window. Close anyway continues the rest the next time you open the project, and Keep preparing cancels the close.
  • In the Windows editor (D3D11) the editing shader now compiles without the optimization step, which cuts compile time. On the PC we measured (Unity 2022.3), the first draw of the heaviest variant went from 201 s to 40 s. Shaders for VRChat uploads and builds are still optimized.
  • Fixed the first view of a scene with materials converted by 0.1.13 compiling shaders again after preparation had finished.

Rendering​

  • Fixed some shadow variants not compiling, or real-time shadows reading from the wrong position, in Shadowmask mixed lighting scenes.
  • Fixed Projected Shadow Boundary Feather blurring baked shadows and the shadow distance fade.
  • Fixed the cast shadow boundary color covering the whole lit area when Boundary Width and Boundary Blur are raised a lot.
  • Fixed Depth Shadow, SSAO Enabled and Depth Rim Light going wrong at clipped edges when the camera is pressed against a large surface.
  • Fixed a band showing on the hidden side when decals with Left Side Only or Right Side Only get an angle or rotation.
  • Fixed the face shading direction being off by 90 degrees when the material changes at the moment the head turns sharply.
  • Fixed surfaces that are only far from point and spot lights being treated as shadowed, which weakened Depth Rim Light and produced an inner band in Shadow Reflection.
  • Fixed the mask of thin inner edge lines jittering or reading blurry on materials with Inner Edge Mask turned on.
  • Fixed semi-transparent materials casting shadows, and face shadows remaining with Face Casts Real-Time Shadows off, in the shadow of a spot light placed at the camera position.

Installation and updates​

  • Fixed "Installation stopped." showing on a new install when antivirus software briefly holds a file, and a false file replacement warning right after installation.
  • Fixed installs and updates being unable to restart after one failed save of the install record.
  • Fixed the retry button in the latest installer download window continuing to fail with the same error.
  • Fixed the installer wasting its automatic install attempt in projects with compile errors. It now shows the status error and waits.

Display​

  • Fixed the backlight width boosts of depth rim and edge rim showing the same name as the backlight intensity boost in the English inspector.
  • One run of the Apply Stack Distance Fade Defaults menu item is undone with one Ctrl+Z, and only the changed materials are saved.
  • The Manager and the Face tab find Face SDF Maker (sold separately) and open it directly. With only the older Face SDF Studio installed, they open that window as before.

Known limitations​

  • In Light Volumes worlds, the shading direction of outline Apply Lighting follows the main direction of the light probes, not the volume. Only color and brightness are read from the volume. This behavior was chosen for performance.
  • Empty install attempt folders left over from before this fix (folders without intent.json under Library/StudioRaming/MingToonVpmUpdates/) are not deleted automatically.
  • This release does not include the URP add-on.

Installation and updates · Limitations · Previous notes