0.1.6
Closed beta · 18 August 2026
In one line
Avatars glowing pure white are fixed, and depth effects behave inside mirrors.
Check before updating
- Migration: run
Migrate Project To Current Schemaonce. - Until you do,
Enable Fresnel Rim MaskandEnable Rim Shade Maskon existing materials read as off. - Re-bake: the bake cache is invalidated and the next build re-bakes automatically.
- Re-upload: avatars you already uploaded need uploading again to receive these fixes.
- Look changes: the outline's
Include Shading, depth effects inside mirrors, and shading in dark scenes. - The feature that substituted Fresnel Rim for Depth Rim Light when depth was missing is gone.
The migration menu is not visible now
Migrate Project To Current Schema above is not in the current public build (internal tool only).
For older materials, follow the guidance in the inspector warning.
The MingToon menu moved to the top-level StudioRaming > MingToon in 0.1.7.
→ 0.1.7 patch notes
New features
- Color Adjust Mask — applies
Base Map HSVGcorrection only where the mask is white. → Docs - Mask Texture Color — added to
Toon Specular Color Source. The mask's RGB becomes the highlight color. - Face Shadow Mode — one row to choose whether a fringe shadow arrives as a real shadow or is drawn as a Depth Shadow.
- Compute For Edited-Normal Models — recomputes the outline direction from the mesh faces during the outline UV8 bake.
- Carry Depth Light on Upload — puts a light into the VRChat upload only, so the camera draws depth.
- Enable Fresnel Rim Mask · Enable Rim Shade Mask — a material that uses no mask does not read the texture.
- Diagnostic — added to
Depth Availability. It reports the depth texture the shader saw as a flat color. - VRC Light Volumes (Test) — in worlds that use volumes, indirect light and shadow tint follow the volume.
- Heal Material Keywords (Project) — aligns stored keywords and pass state with the inspector values.
- If
Normal SourceisUV8TSand the mesh has no UV8, a warning and a bake button appear at the top of the Manager. Use Shadow Color MapandColor Map Amountwere added to the bulk edit panel.
Changed defaults and look changes
- Depth Shadow (formerly 2D Shadow) and Depth Rim Light quietly stand down when there is no depth.
Force OninDepth Availabilityexcludes mirrors. Inside a mirror the depth modules are off at any setting.- The outline is drawn from the base map color and the lighting response alone. It no longer duplicates the body shading.
- With
Include Shadingon, only a light shading band that follows the form shadow color is applied. - The outline's pixel cost dropped to about a third.
Compile All Modules While Authoringis now on by default. You can turn it off in the bulk edit panel.- The
Prewarm Shader Variantsmenu is gone; onlyWarm up shader variantsremains. Compute For Edited-Normal Modelsis off by default, so lines on characters you already baked do not change.- Layer masks are composited into one, so the GPU reads fewer textures. The controls are unchanged.
Fixed
- Fixed: avatars glowed pure white in mirrors and on cameras without post.
- The cause was upload optimization forcing on modules that had been turned off.
- Fixed: inside a VRChat mirror, Depth Shadow and Depth Rim Light slid instead of following the body.
- Fixed: shading washed out in worlds with no directional light and in Disable Pixel Lights mirrors.
- Fixed: lilToon conversion carried the values across but exported with the modules off.
- Fixed: outlines pushed out diagonally on meshes with no vertex colors.
- Fixed: one part with no tangents or normals killed the whole bake at once.
- Fixed: when several renderers shared one mesh, the bake made one copy per renderer.
- Fixed: conversion erased the user model's UV8 regardless of the option.
- Fixed:
Unified Shadow Color Mapstayed on in global compile mode even when turned off. - Fixed: in world projects without the avatar SDK, a CS0246 compile error broke the project.
- Fixed: on Unity 2022, selecting a material made the base disappear and left only the outline.
- Fixed: conversion applied the top preset in the list instead of the look preset you had chosen.
- Fixed: look presets turned off layers brought in by conversion, or changed every blend mode to
Add. - Fixed: the confirmation log
[MingToon] VRChat build hook compiled and registered.did not appear. - Text clipping in the inspector toolbar and section headers, and header flicker while resizing, were fixed.
- A 2 to 6 second recompile per toggle is gone from seven inspector toggles. The result and the defaults are unchanged.
Known limitations
- Materials that had the fallback mode set to Fresnel lose that rim.
- The first bake rebuilds the cache, so it takes longer once.
- Shader compilation finishes in one pass at package installation. Cancel it and the next run picks it up.
VRC Light Volumes (Test)is Built-in only.
Install and update guide · Depth-based effects · 0.1.5 patch notes