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0.1.3

Closed beta · 3 August 2026

In one line​

Thin parts now hold light through translucency, and Master Adjust was added.

Check before updating
  • Components: do not delete MingToon components by hand. The cached renderer list goes with them.
  • Face assignment: Auto no longer guesses from names. It reads only the source material's face flag.
  • Converting from Standard or URP Lit leaves every slot as Regular. Set Face yourself.
  • Look changes: Face Border no longer accepts negative values. An existing −0.3 reads as 0.
  • Faces get slightly more shadow. Retune this value on face materials.
  • In Unified Shadow, a projected shadow no longer deepens where it lands on a form shadow.
  • The Manager's step numbers are now 1 · Convert · 2 · Setup · 3 · Details.
As of now

Automatic removal of MingToon components is not guaranteed. The note above reflects 0.1.3. → VRChat

New features​

  • SSSSS (Experimental) (formerly Depth Translucency) — hair tips and hems hold light.
  • It measures directly by reading depth twice along the light direction. It works regardless of Master Width. → Docs
  • Master Adjust — the first section in the inspector. Retune everything at once when the scene changes.
  • It applies Intensity and Tint to three groups: Everything That Adds Light, Every Shadow and Final Output.
  • Screen-Space Shadow Overlap Depth (formerly 2D Shadow Overlap Depth) — deepens the overlapping part.
  • At 0 it is a single flat color. → Docs
  • Bound Added Light Too — applies the brightness ceiling after every rim-family layer has been added. Off by default.
  • The existing Final Lighting Maximum Multiplier applies before they are added, so raising a rim blew straight past it.
  • Skin — a slot role that receives the bare-skin look values. Direct Skin Renderer assigns it in one go.
  • Upload Readiness — scans the hierarchy and the manifest and reports upload blockers as diagnostic codes.
  • Status panel — shows material composition, shading state, face slot sync and optimization scope at the top of the Manager.
  • Paint the face area directly with vertex paint, without a mask texture. It is separate from the outline channel.
  • Save and apply presets per section. You can choose whether to include textures.
  • WARUDO Runtime Root supplies camera depth and head direction to the shader.
As of now

A separate Runtime Root is no longer attached to the prefab. The note above reflects 0.1.3. → MingToon Manager

Changed defaults and look changes​

  • Conversion now works from Standard, URP Lit and others, not only lilToon.
  • In that case only base color, textures, normals, emission, occlusion and render state carry across.
  • Particles/VFX, refraction/gem, fur/shell, audio reaction and flipbook cannot be carried across, so the source is left as it is.
  • The hull normal source now defaults to UV8TS. You only need to bake UV8.
  • Character Root is now MingToon Manager, and lilToon Quick Convert is now Shader Conversion.
  • Presets apply numbers and colors only. They do not touch textures, the render queue or the RenderType tag.
  • The face SDF Baker was split out into a separate editor package. Without it, that button does not open.
  • Normal strength accepts negative values. Bumps and dents flip.
  • Enable Face SDF Shadow is now the master toggle at the top of the face SDF section.
  • Normal map tiling moved to just below the slot. It is deliberately kept apart from the mask tiling outside.
  • Face shading is not applied in this version. Materials that had it on read as off.

Fixed​

  • Fixed: adding MingToon for the first time reimported every texture in the project.
  • Fixed: the face SDF and halftone pattern textures blocked VRChat upload.
  • Fixed: one extra line was drawn on the face's form shadow border.
  • Fixed: projected shadows fell on areas assigned as face.
  • Fixed: in Unified Shadow, cast and Depth Shadow (formerly 2D Shadow) did not settle into one color.
  • Fixed: the master did not reach the fallback side of Depth Rim Light (formerly 2D Depth Rim).
  • Fixed: the scene view froze for minutes at a time. It was scanning every object on each scene view event.
  • Fixed: textures produced by baking blocked VRChat upload.
  • Fixed: vertex painting froze on every stroke.

Known limitations​

  • Generic shader conversion leaves values with no counterpart at their defaults.
  • The conversion pairing check takes time, so it runs only when you press the button.
  • The editor runtime preview is not carried into a VRChat upload.
  • UV7 is shared by the face normal bake and the face SDF, so only one of them can own it.

Install and update guide · Internals · 0.1.4 patch notes