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Shared Texture Slot UI

This page is a reference. There is no set reading order. Every texture slot in MingToon uses the same layout. Learn it once here.

One slot is four blocks from top to bottom.

  1. The map row — texture, color, tiling and offset
  2. Texture Adjustments — channels and color correction
  3. UV & Motion — which UV to read and how to move it
  4. The mask row and Mask Details

One expanded texture slot with its four blocks numbered in the inspector

The map row​

Inspector labelTypeWhat it does
ColorColorThe color multiplied into this map
Unassigned—Shows the map is empty
Clear Texture—Clears this slot's map
UV · Tiling · Offset—Expands the UV transform for this map only
The map's tiling and the mask's tiling are separate

The two do not change together automatically. You can repeat a surface map 30 times while placing the mask only once.

Texture Adjustments​

Channel Source​

Inspector labelTypeValuesWhat it does
Channel SourceEnumR / G / B / AReads only one when you packed several kinds of information into one image
Invert Source ColorsToggle—Flips the color that was read
Apply Tint After HSVGToggle—Sets whether the color is multiplied before or after color correction
Use GrayscaleToggle—Skips saturation adjustment on this matcap

HSVG​

Inspector labelTypeDefaultWhat it does
HueFloat0Rotates the color around the color wheel
SaturationFloat10 is grayscale; above 1 is oversaturated
ValueFloat1Overall brightness
GammaFloat1Adjusts the brightness of the midtones

With all four at their defaults, the original color comes through unchanged.

If the result looks wrong, set them back to 0, 1, 1, 1 and compare with the original.

UV & Motion​

Inspector labelTypeValues or defaultWhat it does
UV ChannelEnumUV0 (default) / UV1 / UV2 / UV3Which UV set of the mesh to read
Scroll Speed (X/Y)Float0, 0How many tiles it flows per second
Base Rotation (°)Float0Rotates around the UV center
Rotation Speed (°/s)Float0Degrees of rotation per second

Only choose UV1 to UV3 when the author told you extra UVs were included.

Expand Sprite Sheet / Atlas to play back a grid texture.

Set Columns / Rows, Frame / Play Count and Playback Speed (FPS).

If Frame / Play Count is 0, the atlas is not used.

Expand Decal & Mirroring to place a logo at one spot.

You have to turn on Use as Decal first before the other fields come alive.

Flip the Copied Side only works once Copy to Other Side is on.

Mask Details​

Inspector labelTypeValues or defaultWhat it does
Mask MapTextureEmptyLeave it empty and it applies to the whole material
Mask ChannelEnumR / G / B / A / LumaThe channel to read from the mask
InvertToggleOffReverses the area it applies to
Feather / SoftnessFloat0Blurs the mask boundary

How to use remapping​

Values below Remap Start become 0. Raise it and the applied area narrows.

Values above Remap End become 1. Lower it and the boundary gets abrupt.

Set the two to the same value and the boundary becomes completely hard.

Turn on Gradient Mode to use a directional gradient without a texture.

While it is off, Angle, Start, End and Center (UV) are ignored.

Layer slots​

ModuleShader maximum
Additional Texture10
Normal Maps5
MatCap5

The layer count list only shows 0 to 2 at first.

To use more, press the Use More Layers (up to N) button.

N differs per module. Surface stack is 10, normal is 5, matcap is 5.

This display limit does not reduce the shader's actual maximum.

Each layer card has + Add layer, enable, move up/down and delete in one place. Turning a layer off keeps the slot and skips its work; turning it back on restores the stored values.

Original texture import settings at the top of the texture view groups the selected materials' Max size, Quality and format by texture type. It does not change an importer until you apply.

Layer order changes the result

Compositing stacks in order from the bottom up. After reordering, check each slot's strength again.

Copy / paste values​

Right-click a property or a layer header to get the copy menu.

You can copy one value, one layer, or one tab at a time.

Paste applies only compatible fields and is recorded as a single Undo.

Mismatched fields are skipped, like pasting a matcap value onto a normal layer.

The counts applied and skipped appear in the Console log.

Check this when nothing shows​

  1. See whether the map slot is empty.
  2. See whether that module's layer count and strength are not 0.
  3. See whether the map and mask tiling match the UV you intended.
  4. See whether a parent switch such as Use as Decal is on.
  5. Set HSVG back to its defaults and compare.