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0.1.4

Closed beta · 5 August 2026

In one line​

Hybrid PBR and Toon Specular for metal and gloss were added.

Check before updating
  • Parameter budget: check how much VRChat Expression Parameters space you have left first.
  • Non-Destructive Install with Modular Avatar uses 21 synced parameters and 154 bits.
  • If the total with the existing avatar goes over 256 bits, the install stops.
  • Look changes: Face Shading, hidden in 0.1.3, is shown again.
  • On existing face materials, check the mask, border and SDF map, then turn it on yourself.

New features​

  • Enable PBR Surface — adds metallic, smoothness and reflection while keeping toon diffuse. → Docs
  • Toon Specular — adds only the highlight, without turning on all of PBR. There is an anisotropic option for hair.
  • Choose between Isotropic and Anisotropic. → Docs
  • Region Mask — splits one RGBA texture into four regions and corrects each part separately. → Docs
  • Single Channel (Grayscale) — added to the face SDF formats. It uses one R channel texture, mirrored left to right.
  • Paint the face area directly in the SceneView. Paint, Harden, Smooth, Hard Face and X symmetry are supported.
  • It provides connected islands, mesh isolation, and a save/discard flow. → Docs
  • MingToon 2D Projected Shadow Caster — excludes glasses and accessories from depth-based effects only.
  • Normal rendering and Unity realtime shadows stay as they are.
  • Face SDF Studio is bundled. It bakes Base, Nose, Cheek, Lip and Eye Socket into one texture.
  • MaskMaker and the MM button are bundled. Open it straight from a mask slot and apply the PNG.
  • Control the virtual light and Highlight, Shadow and Final Output from the VRC menu. Reset All restores them.

Changed defaults and look changes​

  • Face SDF Studio and MaskMaker ship inside the 0.1.4 package. Both are Editor-only.
  • They add no runtime scripts.
  • The Face SDF Studio workspace is now two stages, Prepare · Front UV7 and Build SDF · Preview · Bake.
  • The outline width mask moved next to the width settings.
  • lilToon conversion now preserves the width mask's Tiling/Offset as well.
  • Inspector categories and descriptions were unified to the user-facing display names. Tooltips replace the guide tab.
  • VRC menu installation is now non-destructive. It keeps the existing Root Menu and FX and merges only in the build copy.
As of now

Face SDF Studio and Mask Maker are no longer bundled from 0.1.7. They are sold separately. Install them and they hook into the same place in the inspector. → Separate add-ons

As of now

VRChat menu authoring moved to the separately sold add-on Ming Light Controller in 0.1.7. MingToon itself does not create menus, parameters or FX. → Ming Light Controller

Fixed​

  • Fixed: turning on Face Shading made the Base Pass disappear.
  • BRP ForwardBase and URP UniversalForwardOnly were restored.
  • Fixed: a white zigzag line appeared on a backlit face.
  • The screen-derivative width of the form shadow border is now capped so triangle edges do not show.
  • Fixed: the face SDF direction and coordinates were off, or the transition jumped all at once.
  • A warning and a recovery path were added for when the map is not assigned.
  • Fixed: the lilToon outline width mask and its Tiling/Offset were not converted.
  • Fixed: an EndLayoutGroup error appeared after converting, saving or refreshing in the Manager.
  • Fixed: with no emission map, color and strength multiplied to black and the glow disappeared.
  • Repeated refreshes of the inspector, presets and cost panel while editing several materials were reduced.
  • The boundary between cancelling a bake and restoring was made clear. Cancelling during preparation and the final save are now separate.

Known limitations​

  • Face SDF Studio and MaskMaker in this version are Editor-only. They are not carried into a build.
  • The install stops if the parameter budget is exceeded. Free up room on the existing avatar first.

Install and update guide · Face SDF · 0.1.3 patch notes