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.
- The map row — texture, color, tiling and offset
- Texture Adjustments — channels and color correction
- UV & Motion — which UV to read and how to move it
- The mask row and Mask Details
The map row
| Inspector label | Type | What it does |
|---|---|---|
| Color | Color | The 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 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 label | Type | Values | What it does |
|---|---|---|---|
| Channel Source | Enum | R / G / B / A | Reads only one when you packed several kinds of information into one image |
| Invert Source Colors | Toggle | — | Flips the color that was read |
| Apply Tint After HSVG | Toggle | — | Sets whether the color is multiplied before or after color correction |
| Use Grayscale | Toggle | — | Skips saturation adjustment on this matcap |
HSVG
| Inspector label | Type | Default | What it does |
|---|---|---|---|
| Hue | Float | 0 | Rotates the color around the color wheel |
| Saturation | Float | 1 | 0 is grayscale; above 1 is oversaturated |
| Value | Float | 1 | Overall brightness |
| Gamma | Float | 1 | Adjusts 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 label | Type | Values or default | What it does |
|---|---|---|---|
| UV Channel | Enum | UV0 (default) / UV1 / UV2 / UV3 | Which UV set of the mesh to read |
| Scroll Speed (X/Y) | Float | 0, 0 | How many tiles it flows per second |
| Base Rotation (°) | Float | 0 | Rotates around the UV center |
| Rotation Speed (°/s) | Float | 0 | Degrees 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 label | Type | Values or default | What it does |
|---|---|---|---|
| Mask Map | Texture | Empty | Leave it empty and it applies to the whole material |
| Mask Channel | Enum | R / G / B / A / Luma | The channel to read from the mask |
| Invert | Toggle | Off | Reverses the area it applies to |
| Feather / Softness | Float | 0 | Blurs 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
| Module | Shader maximum |
|---|---|
| Additional Texture | 10 |
| Normal Maps | 5 |
| MatCap | 5 |
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.
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
- See whether the map slot is empty.
- See whether that module's layer count and strength are not 0.
- See whether the map and mask tiling match the UV you intended.
- See whether a parent switch such as Use as Decal is on.
- Set HSVG back to its defaults and compare.
Related pages
- Basic Settings guide — base map and surface mode
- Detail Maps — layers, PBR and matcap
- Editing Multiple Materials — the same value across many