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Light and Shadow

This page is for anyone setting up Form Shadow for the first time. It makes the light and shade boundary on the character look like cel animation. It takes about 5 minutes.

What is this​

MingToon has three kinds of shadow. Each uses different sliders, so tell them apart first.

KindInspector sectionWhat creates it
Form shadowForm ShadowThe character's own curvature. The core of the toon look
Projected shadowCast ShadowReal-time shadows cast by other objects and by itself
Depth shadowDepth ShadowBang shadows drawn from screen depth

A character with only Form Shadow on, next to one with all three shadows on

When to use it​

  • When light and shade is blurry right after conversion and you want a sharp boundary.
  • When overlapping shadows clump into pure black.
  • When the character sinks into black in a dark world.

Try it in 30 seconds​

  1. Select a converted body material.
  2. Turn on Form Shadow.
  3. Lower 1st Shadow Blur to 0.01.
  4. Lower 1st Shadow Brightness to 0.7.

You succeeded when the light and shade boundary falls into a single line. If nothing changes, go to Troubleshooting.

A face at 1st Shadow Blur 0.3 next to the same face at 0.01

How to turn it on​

1. Shadow (Form Shadow): start with the boundary​

1st Shadow Blur is the value you will touch most often in this product. Near 0.001 it is cel animation, and above 0.3 it is a gradient. Set the character of the look with this one value, then move on.

2. Collect shadow colors into one​

When the three shadows overlap in one place, it darkens three times. Turning on Enable Unified Shadow inside Form Shadow collapses them into one color. The alpha of Unified Shadow Color is the amount applied. Alpha 0 changes nothing.

What unifying keeps and what it ignores

The shape of the shadow boundary and the shadow pattern are kept as they are. Per-layer color, blend, and brightness values are not applied to the render, only preserved.

3. Different shadow colors per part​

Enable Use Shadow Color Map inside Form Shadow, then set the texture and amount. White preserves the original shadow color; painted RGB multiplies it. With Unified Shadow on, the map tints the unified color. With it off, the map tints individual shadow layers. The color-map switch is independent: Unified Shadow is not required.

Turning the color-map switch off hides its settings while keeping the assigned texture and adjustments. Turning Unified Shadow off reveals the first color and second-shadow controls again. Boundary color settings stay in the same location in both modes.

4. Refine the projected shadow​

If Receive Intensity in the Cast Shadow section is 0, every value below it is ignored. Set this value to 1 first. If the shadow flows too softly, raise PBR / Toon Blend to 1 to cut it into toon bands.

5. Handling dark worlds​

Avatar creators cannot control the lighting of a VRChat world. Indirect Light Lift in the Lighting section lifts dark faces. Suggested starting values are Environment Color Influence 0.3, Preserve Base Map Color 0.1 and Minimum Final Brightness 0.2. If colored lighting is too strong, lower Scene Light Color Influence to bring it closer to white.

Values you will touch often​

Inspector labelWhat it changesSuggested starting valueRaise it / lower it
1st Shadow BlurThe blur width of the light and shade boundary0.01Raising it bleeds softly, and lowering it makes an ink line
1st Shadow BrightnessThe brightness multiplier of the 1st shadow color0.7Lowering it darkens, and 1 leaves the base color as it is
Enable Unified ShadowCollects the three shadows into one colorOnOn stops overlaps from darkening, and off brings per-layer colors back
Receive IntensityHow much projected shadow is receivedLeave at the default (1)0 removes the projected shadow and every value below it
Self Shadow Caster BiasPushes self shadows off the surface0.02Raising it removes blotches, and raising it too far lifts contact shadows
Indirect Light LiftHow much ambient light lifts dark facesLeave at the default (1)Raising it clumps less in dark worlds, and 0 sinks to black
Boundary WidthThe width of the color band laid on the light and shade boundary0.5Raising it thickens the band, and 0 draws no band at all

Common problems​

A character-shaped shadow overlaps the body in backlight​

Your own silhouette appears once more on faces turned away from the light. Turn on Suppress Backlit Silhouette in Cast Shadow. Set the point where erasing starts with Backlit Suppression Offset.

Depth Shadow and its color do not match​

Only the bang shadow looks off in color. Turn on Unify With Depth Shadow in Cast Shadow. The two shadows then use the same color, and overlaps do not darken twice.

A shadow sweeps across the face​

The face needs different rules from the body. Choose Shadow Mode in Character Rendering. If it gets worse, see Troubleshooting.

More detail​