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0.1.5

Closed beta · 7 August 2026

In one line​

SSAO that darkens where surfaces meet, and per-part shadow color, were added.

Check before updating
  • Look changes: the Base Map HSVG hue default on new materials changes from 0.02 to 0.
  • Materials made up to 0.1.4 keep their stored 0.02.
  • If your colors looked rotated by about 7 degrees, set the hue back to 0.
  • Preset list: the SoftCartoon set is dropped, and three looks plus a - Low lightweight version of each come in.
  • Values already applied to a material stay; only the list you can choose from changes.
  • Reconversion: the first conversion after updating re-bakes the mesh once. After that it uses the baked mesh.

New features​

  • SSAO (Screen Space Occlusion) — darkens the neck, armpits, cloth folds and where feet meet the floor.
  • It is neither a new light nor a post process. Where there is no depth it quietly drops out. → Docs
  • Shadow Color Map — spreads Unified Shadow's single color across a UV map so each part gets a different color.
  • White is the neutral value, so turning it on alone changes nothing. → Docs
  • Screen — added to the screentone Pattern Space. It pins the grid to the screen so the character passes beneath it.
  • It does not warp or flicker when the field of view or the angle changes. → Docs
  • Enable Shape Map — replaces the silhouette of each glitter particle with a texture.
  • Six shapes, Star · Bloom · Sparkle · Heart · Hex · Flower, are bundled in Textures/Glitter/.
  • Rotation Randomize — stands each particle's shape at a different angle. Lower it to 0 for shapes that have a direction.
  • Use Color Too — uses the mask alpha as the area and its RGB as the particle color at the same time.
  • It does not read the texture a second time.
  • Fresnel Rim View Influence — chooses whether the viewpoint or the light decides where the rim sits.
  • At 0 the rim stays in place even when you turn the camera. → Docs
  • Right-click a prefab to pull a Common · Face · Skin preset set out of a character you have finished shading.
  • VRChat Preview switches the editor view to the post-upload state. There are two, without depth and with depth.

Changed defaults and look changes​

  • Shadow Pattern (Screentone) is now its own tab. It has its own master toggle and preset row.
  • Enable Shadow Pattern can be toggled from a float animation and the VRChat expression menu.
  • The Rim / Added Light Maximum Multiplier default rose from 2 to 3. The factory looks use the same value.
  • The rest of the lighting brightness limit group is unchanged. → Docs
  • MingToon 2D Projected Shadow Caster is now Cast MingToon 2D Projected Shadow. It behaves the same.
  • Look presets can no longer quietly raise performance settings. - Low still turns modules off.

Fixed​

  • Fixed: a material with Cast MingToon 2D Projected Shadow off went dark all over.
  • Its depth module was reading the body behind it and laying lines across the whole pair of glasses.
  • Fixed: raising the screentone Pattern Edge Softness printed marks on lit faces too.
  • Fixed: screentone Overlay could not be told apart from Recolor.
  • The ink was bleeding outside the shadow area. It now sits inside the shadow only.
  • Fixed: reflective faces came out black with Toon Specular Screen and Overlay.
  • Hue and Color, which had the same flaw, were fixed too. → Docs
  • Fixed: the face helper pushback still ran on materials with Depth Shadow (formerly 2D Shadow) off.
  • Fixed: the Cast MingToon 2D Projected Shadow tooltip described the opposite of what it does.
  • Time spent frozen in blue when toggling a module was cut. Eight look modules are warmed up in advance.
  • Lighting variants are compiled in one go right after installation. Toggling a light off and on, or adding a new one, no longer stalls.
  • lilToon conversion now reuses an already baked mesh. → Docs

Known limitations​

  • How much difference you feel varies by environment.
  • Turning Unified Shadow off brings back the color stored in each layer, which can change the look all at once.
  • SSAO's fade distance starts fading at 75% of that value.
  • SSAO does not multiply with the occlusion map; it takes the darker side after the toon bands and screentone.
  • SSAO does not scatter per-pixel noise.
As of now

The VRChat Preview menu was removed in 0.1.7. To check depth, set Depth Availability to Diagnostic. → Docs The factory look preset list changed again after that. There are six in the dropdown now. Basic Toon High/Low · Hard Toon High/Low · Soft Toon High/Low. → 0.1.10 patch notes The current label for Fresnel Rim View Influence is View Alignment. → Rim

Install and update guide · Shadow Pattern · 0.1.4 patch notes