0.1.7
Open beta · 7 September 2026
In one line
Depth Shadow was rebuilt, and property names and the add-on lineup were tidied up.
Check before updating
- Upgrade path: delete the
Assets/StudioRaming/MingToonfolder and import fresh. - Move files you made yourself out of the folder first. Do not delete
MingLightController. - Values stored on 0.1.6 materials do not carry over. Set them again from the new defaults.
- Animation: the
_Mingprefix was dropped from property IDs. Reconnect your curves. - Do not strip the prefix in bulk. Some names kept it, such as
_MingVirtualLight*. - Re-bake: bake outputs are invalidated. Bake again and re-upload the avatar.
- Look changes: face shading, shadow shape, additional light brightness, Depth Rim Light.
- Four things were split out and sold separately. Face SDF Studio, Mask Maker, Ming Light Controller and the URP backend.
New features
- Enable Emission Layer 2 — a second emission map gives each part its own color. Off by default.
- Map Alpha Masks Intensity — uses the emission map's alpha as an intensity mask. It is on both layers.
- Quick Settings — the items that act on the whole material at once are gathered at the top of the inspector.
- Two-Pass Mode (formerly Two-Sided Dual Pass) — draws the far side of a two-sided surface before the near side.
- The sawtooth where a skirt flap folds disappears. It is BRP only, so the row is hidden on URP materials.
- Transparent Depth Prepass — stops the outline punching through the surface in
Transparent (3000). - Enable Distance Fade · Enable Fresnel Alpha — make a surface fade out by distance and by angle.
- Gradation LUT — remaps the base map's color through a per-channel ramp.
- Hue Rotation Space —
OKLabrotates the hue alone while holding brightness and vividness. - Performance Distance (m) · Performance Distance Scale — turn heavy modules off entirely at distance.
- Re-bake meshes now — leaves the look values alone and re-bakes only the mesh channels you enabled.
- Backlight Blend Mode · Front Light Blend Mode — pick from seven ways of mixing the color.
Blend Opacity, added alongside them, only reduces presence. The defaults areAddand 1. - Backlit Suppression Offset — pushes the point where the cast shadow disappears towards the dark side. Default 0.25.
- Copy and paste buttons for material settings were added at the top of the inspector. Undo works on them.
- The Manager now has five tabs,
Overview·Setup·Look & Bake·Upload·Optimize. TheAnalyzebutton inOptimizeshows four suggestions for this avatar. - The
?button on a section header opens the documentation page for the inspector language.
Changed defaults and look changes
- Depth Shadow (formerly 2D Shadow) was rebuilt around a single silhouette.
- The shadow lands further away in proportion to how far the front object floats above the receiver, so depth reads.
- The tab was tidied down to ten items. Shadow Width · Shadow Intensity · Depth Stretch · Depth Curve · Depth Falloff. Softness · Blur · Depth Shadow Bias · Receiver Depth Pushback · Suppress Backlit Silhouette.
- Depth Shadow Bias changed scale by a factor of 10. 1 is now 10 cm.
- Depth Blur and Light Pushback are gone. Their replacements are listed in Depth Shadow.
- The more the camera looks down, the shorter Depth Stretch gets. There is no control; it is automatic.
- Additional Light Energy Cap is new. Its default of 0.35 holds point and spot lights down.
- Added Light Brightness Maximum is now the absolute ceiling on the final output peak. Stored numbers mean something different now.
- SSAO Radius runs 0.001 to 0.03 with a default of 0.005. The explanation is in SSAO.
- Contact Falloff is now a multiple of SSAO Radius (0.25 to 4, default 1) rather than meters.
- Fade distances merged into Shared Fade Distance (default 200). Do not carry the old numbers across unchanged.
- Display names were unified on Depth Rim Light (formerly 2D Depth Rim). Scene Light Influence was added, defaulting to 1.
- Defaults changed on nine lighting items, and Enable Translucency is now off by default.
- Surface Mode names now carry the render queue. Opaque (2000) · Cutout (2450) · Semi-Transparent (2499) · Transparent (3000).
- On Unified Shadow materials, projected shadows are brighter than before in scenes with ambient light.
- Projection Feather Radius is now in world width units, 0 to 20 (default 3.5). It converts automatically when you open the material.
- Cast Edge Feather Quality was cut down to three. Light3Tap · Standard5Tap · High9Tap.
- The factory looks' Rim Light color purity default dropped from 10 to 1.
- Materials with Enable Fresnel Rim on show a different edge color in scenes with additional lights.
- Fresnel Rim being applied twice in URP was brought in line with BRP.
- The top-level Rim group was renamed Stylized Lighting.
- The MingToon menu moved to the top level,
StudioRaming > MingToon. - The Face Proxy Depth and VRChat Preview menus were removed. There is no replacement.
The SSAO Radius range widened again after this
The 0.001 to 0.03 above is the range as of 0.1.7. In the current version SSAO Radius runs 0.001 to 0.05 m. The explanation is in Depth-based effects.
Fixed
- Fixed: the face shadow snapped and jumped as light crossed the center of the face.
- Fixed: a depth offset meant for the face alone pushed the body out too.
- Fixed: face proxy normals flipped or reacted too narrowly under front light. The scene view preview failing to build was fixed with it.
- Fixed: turning on
Gradation LUTdid nothing. - Fixed: deleting the bake outputs and baking again required restarting the editor.
- Fixed:
Channel SourceandInvert Source Colorscould not be chosen on the second emission slot. - Fixed: in lilToon conversion the emission channel setting stayed at its pre-conversion value.
- Fixed: the build shader failed to compile on alpha and region mask materials.
- That also removes the roughly 5 extra minutes of upload caused by the editable shader riding along on the avatar.
- Avatars already uploaded need re-uploading to receive this fix.
- Fixed:
Startup recovery is incompleterepeated on every editor launch. - Fixed: narrowing the inspector clipped the slider and the number field so values could not be entered.
- Fixed: the text on the preset scope toggles was clipped and unreadable. The revert button appearing outside the item box was fixed too.
- Fixed: opening Face SDF Studio first pinned the inspector to Korean as well.
- Fixed:
Render Disabledcould not turn off the transparent depth prepass. - Fixed: creating a look preset from a prefab also saved changes across the whole project.
- Fixed: a region applied once in the
One Slot / Tiled Regionswindow could not be deleted.
Known limitations
- Materials that already had
Gradation LUTon will look different. Turn it off if you need the old image. - Fur, gem and refraction conversion, and automatic rewriting of old material curves, are not in this release.
- Depth light behavior is measured in the editor. It was not verified in the VRChat client.
- Two precision fixes were confirmed by shader compilation only. There was no on-device render verification.
- The
One Slot / Tiled Regionswindow does not read the material's current values. Set the configuration before applying. - Three public properties on
MingToonManagerwere deleted.UseModularAvatarVrcIntegration·VrcFullExpressionMenu·VrcMenuAtExpressionsRoot. - A user script referencing these names produces a compile error. Remove the reference.