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:
Autono longer guesses from names. It reads only the source material's face flag. - Converting from Standard or URP Lit leaves every slot as
Regular. SetFaceyourself. - Look changes:
Face Borderno 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
IntensityandTintto three groups:Everything That Adds Light,Every ShadowandFinal 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 Multiplierapplies 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 Rendererassigns 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 Rootis nowMingToon Manager, andlilToon Quick Convertis nowShader 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 Shadowis 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 shadingis 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.