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Detail Maps

These are the layers and material qualities stacked on top of the base. For the layer families you have to raise the layer count first.

This page is a table for looking up values. If you want the order to turn things on in, see the Detail Maps guide.

The headings and order follow the inspector's section names and display order exactly.

The fields inside map and mask slots are the same in every slot.

Channel, remap, feather and mask UV are written once in the Shared Texture Slot UI.

Additional Textures (up to 10)​

Up to 10 surface layers. Adding a layer repeats the fields below once per layer.

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Surface Stack_StackEnabledToggle-OffOff by default
Surface Stack Layer Count_StackLayerCountInt0 ~ 100Range 0-10; default 0
Layer Texture_StackTexture01Texture-None-
Tint_StackTint01Color-White-
Blend Mode_StackBlendMode01EnumNormal / Multiply / Add / Screen / Color / OverlayMultiplyHow this stack layer combines with the result below it
Opacity_StackOpacity01Float0 ~ 11How much this layer is applied
Mask Map_StackMask01Texture-None-
Mask Map_StackMaskEnabled01Float-0-
Distance Fade_StackDistanceFade01FloatFour values1, 0, 0, 0The first two values are the distance the layer starts showing at and the…

Occlusion​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Occlusion_OcclusionEnabledToggle-OffOff by default
Occlusion Map_OcclusionMapTexture-NoneGrayscale map that darkens areas indirect light cannot reach
Occlusion Intensity_OcclusionStrengthFloat0 ~ 11How much of the occlusion map is applied

Emission​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Emission_EmissionEnabledToggle-OffOff by default

Emission Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Emission Map_EmissionMapTexture-NoneTexture that marks the self-illuminated areas
Emission Color_EmissionTintColor-WhiteThe glow color
Emission Blend Mode_EmissionBlendModeEnumNormal / Add / Screen / MultiplyAddHow the glow is composited onto the surface beneath it - the same four modes as…
Emission Blend Strength_EmissionBlendOpacityFloat0 ~ 11How much of the blend above is applied
Emission Blend Mask_EmissionBlendMaskTexture-None-
Emission Blend Mask_EmissionBlendMaskEnabledFloat-0-
Intensity_EmissionIntensityFloat0 ~ 161Multiplier on the glow brightness
Overall Emission Intensity_EmissionMasterIntensityFloat0 ~ 41Multiplies the final combined contribution of both emission layers and MatCap… Visibility: Shown when Ming Light Controller is installed.
Base Color Influence_EmissionMainColorInfluenceFloat0 ~ 10Mixes the base map's colour into the glow
Emission Visibility In Shadow_EmissionShadowVisibilityFloat0 ~ 11Range 0-1; default 1
Emission Map Alpha Masks Intensity_EmissionAlphaMaskToggle-On-

Layer 2 Emission​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Emission Layer 2_EmissionLayer2EnabledToggle-OffTurn on a second emission map when different areas need different glow colors
Emission Map_EmissionMap02Texture-NoneTexture that marks the self-illuminated areas Visibility: Shown when Enable Emission Layer 2 is on.
Emission Color_EmissionTint02Color-WhiteThe glow color Visibility: Shown when Enable Emission Layer 2 is on.
Emission Blend Mode (Layer 2)_EmissionBlendMode02EnumNormal / Add / Screen / MultiplyAddHow layer 2's glow is composited onto the surface beneath it Visibility: Shown when Enable Emission Layer 2 is on.
Emission Blend Strength (Layer 2)_EmissionBlendOpacity02Float0 ~ 11How much of layer 2's blend is applied Visibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Blend Mask_EmissionBlendMask02Texture-NoneVisibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Blend Mask_EmissionBlendMaskEnabled02Float-0Visibility: Shown when Enable Emission Layer 2 is on.
Intensity_EmissionIntensity02Float0 ~ 161Multiplier on the glow brightness Visibility: Shown when Enable Emission Layer 2 is on.
Base Color Influence (Layer 2)_EmissionMainColorInfluence02Float0 ~ 10Mixes the base map's colour into layer 2's glow Visibility: Shown when Enable Emission Layer 2 is on.
Emission Visibility In Shadow_EmissionShadowVisibility02Float0 ~ 11Range 0-1; default 1 Visibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Map Alpha Masks Intensity_EmissionAlphaMask02Toggle-OnVisibility: Shown when Enable Emission Layer 2 is on.
Emission Scroll Speed (Layer 2)_EmissionScroll02FloatFour values0, 0, 0, 0Scrolls emission layer 2 over time Visibility: Shown when Enable Emission Layer 2 is on.

Animation​

Inspector labelPropertyTypeRangeDefaultWhat it does
Emission Scroll Speed_EmissionScrollFloatFour values0, 0, 0, 0Scrolls the emission map over time
Inspector labelPropertyTypeRangeDefaultWhat it does
Emission Blink Mode_EmissionBlinkModeEnumOff / Smooth / FlashingOff-
Emission Blink Speed_EmissionBlinkSpeedFloat0 ~ 81-
Emission Blink On Ratio_EmissionBlinkDutyFloat0.05 ~ 0.950.5-
Emission Blink Minimum_EmissionBlinkFloorFloat0 ~ 10-
Emission Blink Phase Offset_EmissionBlinkPhaseFloat0 ~ 10-
Emission Glow In Dark_EmissionDarkGlowFloat0 ~ 10-
Emission Glow In Dark Threshold_EmissionDarkGlowThresholdFloat0 ~ 10.5-
Emission Glow In Dark Softness_EmissionDarkGlowSoftnessFloat0.01 ~ 10.25-
Emission Layer 2 Blink Mode_EmissionBlinkMode02EnumOff / Smooth / FlashingOffVisibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Blink Speed_EmissionBlinkSpeed02Float0 ~ 81Visibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Blink On Ratio_EmissionBlinkDuty02Float0.05 ~ 0.950.5Visibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Blink Minimum_EmissionBlinkFloor02Float0 ~ 10Visibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Blink Phase Offset_EmissionBlinkPhase02Float0 ~ 10Visibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Glow In Dark_EmissionDarkGlow02Float0 ~ 10Visibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Glow In Dark Threshold_EmissionDarkGlowThreshold02Float0 ~ 10.5Visibility: Shown when Enable Emission Layer 2 is on.
Emission Layer 2 Glow In Dark Softness_EmissionDarkGlowSoftness02Float0.01 ~ 10.25Visibility: Shown when Enable Emission Layer 2 is on.

Normal Maps (up to 5)​

Enable Normal Map Shadow inside these normal-map settings. Brighten Raised Relief appears only in Light mode; the two layer influence fields appear when Normal Map Shadow is enabled.

Up to 5 normal layers. Adding a layer repeats the fields below once per layer.

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Normal Layers_NormalEnabledToggle-OffOff by default
Normal Layer Count_NormalLayerCountInt0 ~ 50Range 0-5; default 0
Normal Map Shadow Enabled_NormalMapShadowEnabledToggle-OffWorks only while the normal layers are on
Shading Mode_NormalMapShadowModeEnumLight / Light-independent (Cavity)LightLight: darkens the side of the relief facing away from the light (default)
Custom Shade Color_NormalMapShadowUseCustomColorToggle-OffOff follows the 1st shadow colour (the unified shadow colour when unified shadow…
Shade Color_NormalMapShadowColorColor-0.7, 0.7, 0.75, 1The colour multiplied into the relief shade
Shade Strength_NormalMapShadowStrengthFloat0 ~ 10.7Higher values deepen the shade and apply it to smaller relief over a wider area
Softness_NormalMapShadowSoftnessFloat0 ~ 111 shades the relief smoothly; 0 makes a hard toon edge
Brighten Raised Relief_NormalMapShadowHighlightToggle-OffLifts relief raised toward the light in both lit areas and shadows toward the…
Normal Map_BumpMapTexture-NoneNormal map that fakes surface relief
Normal Intensity_BumpScaleFloat-2 ~ 21How pronounced the normal map relief is
Mask Map_NormalMask01Texture-None-
Mask Map_NormalMaskEnabled01Float-0-
Main Shadow Influence_NormalMapShadowFormInfluence01Float0 ~ 11How much this layer moves the form shadow edge Visibility: Shown when Normal Map Shadow Enabled is on.
Normal Map Shadow Influence_NormalMapShadowLayerInfluence01Float0 ~ 11How much this layer's relief feeds the Normal Map Shadow Visibility: Shown when Normal Map Shadow Enabled is on.

PBR Surface​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable PBR Surface_PbrEnabledToggle-OffOff by default

PBR Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Workflow_WorkflowModeEnumSpecular / MetallicMetallicMetallic derives the reflection color from the metallic value; Specular lets you…
Use Specular Color Map (RGB)_PbrSpecularMapEnabledToggle-OffSources the specular color from a texture
Specular Color Map (RGB)_SpecularColorMapTexture-None-
PBR Specular Tint_SpecColorColor-0.04, 0.04, 0.04, 1-
Use Packed Mask_PbrMaskMapEnabledToggle-OffReads metallic, occlusion and smoothness from one packed texture by channel
PBR Packed Mask_MaskMapTexture-NoneDefault packing is R = metallic, G = occlusion, A = smoothness

Surface Values​

Inspector labelPropertyTypeRangeDefaultWhat it does
Metallic_MetallicFloat0 ~ 100 is dielectric, 1 is metal
Specular Intensity_PbrSpecularStrengthFloat0 ~ 21Range 0-2; default 1
Smoothness_SmoothnessFloat0 ~ 10.5Higher values give smaller, sharper reflections

Toon Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Highlight Toon Amount_PbrDirectToonAmountFloat0 ~ 10Range 0-1; default 0
Highlight Toon Threshold_PbrDirectToonThresholdFloat0 ~ 10.5Range 0-1; default 0.5

Surface Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Direct Highlight Intensity_PbrDirectStrengthFloat0 ~ 41Range 0-4; default 1
Normal Map Influence_PbrNormalInfluenceFloat0 ~ 11Range 0-1; default 1
Visible In Shadow_PbrShadowVisibilityFloat0 ~ 10Range 0-1; default 0

Surface Masks​

Inspector labelPropertyTypeRangeDefaultWhat it does
Metallic Channel_PbrMetallicChannelEnumR / G / B / ARWhich channel of the packed mask holds metallic
Invert Metallic_PbrMetallicInvertToggle-OffFlips the sampled metallic value
Occlusion Channel_PbrOcclusionChannelEnumR / G / B / AGWhich channel of the packed mask holds reflection occlusion
Invert Occlusion_PbrOcclusionInvertToggle-OffFlips the sampled reflection-occlusion value
Reflection Occlusion_PbrOcclusionStrengthFloat0 ~ 10Range 0-1; default 0
Smoothness Channel_PbrSmoothnessChannelEnumR / G / B / AAWhich channel of the packed mask holds smoothness
Roughness / Invert_PbrSmoothnessInvertToggle-OffTurn this on when the texture stores roughness instead of smoothness; the…
Invert Specular Color Map_PbrSpecularInvertToggle-OffInverts the RGB of the specular color map
Enable Region Mask_RegionMaskEnabledToggle-OffOff by default
Region Mask (RGBA = 4 Regions)_RegionMaskTexture-None-
Smoothness ±_RegionSmoothnessFloatFour values0, 0, 0, 0Tightens or loosens the highlight in this region
Metallic ±_RegionMetallicFloatFour values0, 0, 0, 0Range -1-1; default 0
Environment Reflection ±_RegionReflectionFloatFour values0, 0, 0, 0This is how a world reflection is kept off skin and
Toon Specular Intensity ±_RegionSpecularStrengthFloatFour values0, 0, 0, 0Range -8-8; default 0
Toon Specular Smoothness ±_RegionSpecularSmoothnessFloatFour values0, 0, 0, 0Range -1-1; default 0

MatCap (up to 5)​

Up to 5 matcap layers. Adding a layer repeats the fields below once per layer.

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable MatCap Layers_MatcapEnabledToggle-OffOff by default
MatCap Layer Count_MatcapLayerCountInt0 ~ 50Range 0-5; default 0
Metallic Areas Only_MatcapMetallicOnlyToggle-OffOff by default
Reflection Desaturation_MatcapDesaturationFloat0 ~ 10Range 0-1; default 0
MatCap Normal Map_MatcapNormalMapTexture-NoneMatCap Normal Map
MatCap Map_MatcapMap01Texture-NoneA lighting and material image painted on a sphere
Tint_MatcapTint01Color-White-
Blend Mode_MatcapBlendMode01EnumNormal / Multiply / Add / Screen / Color / OverlayScreenHow the MatCap combines with the surface
Strength_MatcapStrength01Float0 ~ 200.74How much this layer is applied
MatCap Emission Intensity_MatcapEmissionStrength01Float0 ~ 10Range 0-1; default 0
Base Color Influence_MatcapBaseColorInfluence01Float0 ~ 100 ignores base color; at 1, darker base colors weaken the effect
Normal Map Influence_MatcapNormalInfluence01Float0 ~ 110 uses the mesh normal; 1 applies the complete stacked normal result
MatCap Normal Map Intensity_MatcapNormalMapStrength01Float0 ~ 10Range 0-1; default 0
Form / AO Shadow Visibility_MatcapShadowVisibility01Float0 ~ 10.28At 0, hides the MatCap in form shadow and ambient occlusion; at 1, keeps it…
Cast / Depth Shadow Visibility_MatcapCastDepthShadowVisibility01Float0 ~ 10.28At 0, hides the MatCap in cast and depth shadows; at 1, keeps it fully visible…
Light Brightness Link_MatcapLightBrightnessInfluence01Float0 ~ 110 keeps current brightness; at 1, darker main light reduces MatCap contribution
MatCap / Mesh UV Projection_MatcapProjectionBlend01Float0 ~ 100 projects the MatCap from the view, 1 pins it to the mesh UV
MatCap Rotation_MatcapRotation01Float-180 ~ 1800Range -180-180 degrees; default 0
MatCap Circle Radius_MatcapCircleRadius01Float0 ~ 10Range 0-1; default 0
MatCap Circle Feather_MatcapCircleFeather01Float0 ~ 10.25Range 0-1; default 0.25
Mask Map_MatcapMask01Texture-None-
Mask Map_MatcapMaskEnabled01Float-0-

Reflection​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Reflection_ReflectionEnabledToggle-OffEnables main-light, additional-light, and environment reflection plus the…

Reflection Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Main Light Specular_ReflectionApplySpecularToggle-OnApplies the reflection color and mask to the main light's direct highlight…
Additional Light Specular_ReflectionApplySpecularAdditionalToggle-OnApplies reflection to direct highlights from point, spot, and other additional…
Environment Reflection_ReflectionApplyEnvironmentToggle-OnApplies reflection probes, skybox reflection, and the material cubemap, matching…
Reflection Tint_PbrReflectionTintColor-WhiteHDR tint for environment reflection; default is (1, 1, 1)
Use Reflection Color Map_ReflectionColorTexEnabledToggle-OffUses the texture as the reflection colour map
Reflection Color Map / Mask_ReflectionColorTexTexture-NoneA map multiplied into the reflection colour
Reflection Color_ReflectionColorColor-WhiteHDR post-lobe colour, matching lilToon's Reflection Color
Reflection Blend Mode_ReflectionBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddHow the reflection colour is composited onto the surface
Use Cubemap_ReflectionCubeTexEnabledToggle-OffWhether the material's own cubemap feeds the reflection
Reflection Cubemap_ReflectionCubeTexTexture-NoneMaterial cubemap sampled when the reflection probe is empty or Override…
Cubemap Tint_ReflectionCubeColorColor-BlackHDR tint applied to the material cubemap

Reflection Strength​

Inspector labelPropertyTypeRangeDefaultWhat it does
Environment Reflection Intensity_PbrReflectionStrengthFloat0 ~ 40Range 0-4; default 0

Reflection Blur​

Inspector labelPropertyTypeRangeDefaultWhat it does
Reflection Blur Bias_PbrReflectionSmoothnessBiasFloat-1 ~ 10Range -1-1; default 0

Reflection Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Reflection Desaturation_PbrReflectionDesaturationFloat0 ~ 10Range 0-1; default 0
Reflection Normal Influence_ReflectionNormalInfluenceFloat0 ~ 11Range 0-1; default 1
Cubemap Light Influence_ReflectionCubeEnableLightingFloat0 ~ 11Controls how much the resolved main-light colour and intensity affect the…

Reflection Options​

Inspector labelPropertyTypeRangeDefaultWhat it does
Reflection Anti-Aliasing (GSAA)_ReflectionGsaaStrengthFloat0 ~ 10Range 0-1; default 0
Dielectric Reflectance_ReflectionReflectanceFloat0 ~ 10.04Range 0-1; default 0.04
Apply Surface Transparency_ReflectionApplyTransparencyToggle-OffMultiplies surface alpha into the reflection colour alpha
Override Reflection Probe_ReflectionCubeOverrideToggle-OffUses the material cubemap even when a scene reflection probe exists
Fresnel Power_PbrFresnelPowerFloat1 ~ 85Range 1-8; default 5

Gloss (Toon Specular)​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Toon Specular_ToonSpecularEnabledToggle-OffOff by default

Toon Specular Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Mode_ToonSpecularModeEnumIsotropic / AnisotropicIsotropicIsotropic by default
Toon Specular Color_ToonSpecularColorColor-WhiteWhite by default
Toon Specular Blend Mode_ToonSpecularBlendModeEnumNormal / Multiply / Add / Screen / Color / OverlayAddAdd by default
Blend Opacity_ToonSpecularBlendOpacityFloat0 ~ 11How strongly the toon specular highlight blends in
Base Color Influence_ToonSpecularBaseColorInfluenceFloat0 ~ 10Range 0-1; default 0
Highlight Color Source_ToonSpecularTintModeEnumSingle Color / Mask Texture ColorSingle ColorSingle Color uses only the color you set
Mask Color Amount_ToonSpecularTintStrengthFloat0 ~ 11At 0 the highlight keeps the color you set; at 1 the mask color is applied in…
Intensity_ToonSpecularStrengthFloat0 ~ 80.5Range 0-8; default 0.5

Shape & Range​

Inspector labelPropertyTypeRangeDefaultWhat it does
Smoothness_ToonSpecularSmoothnessFloat0 ~ 10.5Range 0-1; default 0.5
Threshold_ToonSpecularThresholdFloat0 ~ 10.5Range 0-1; default 0.5
Softness_ToonSpecularSoftnessFloat0.001 ~ 10.05Range 0.001-1; default 0.05

Mask​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Toon Specular Mask_ToonSpecularMaskEnabledToggle-OffOn by default
Toon Specular Mask_ToonSpecularMaskTexture-None-

Light Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Normal Map Influence_ToonSpecularNormalInfluenceFloat0 ~ 110 = mesh normal, 1 = fully stacked normal maps
Scene Light Influence_ToonSpecularSceneLightInfluenceFloat0 ~ 11Range 0-1; default 1
Shadow Visibility_ToonSpecularShadowVisibilityFloat0 ~ 10Range 0-1; default 0

Anisotropy​

Inspector labelPropertyTypeRangeDefaultWhat it does
Anisotropic Shift_ToonSpecularAnisoShiftFloat-1 ~ 10Range -1 to 1; default 0

Glitter​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Glitter_GlitterEnabledToggle-OffOff by default

Glitter Core​

Inspector labelPropertyTypeRangeDefaultWhat it does
Color_GlitterColorColor-WhiteHDR sparkle color; default is (1, 1, 1)
Enable Shape Map_GlitterShapeEnabledToggle-OffOff by default
Shape Map_GlitterMapTexture-NoneThe silhouette of a single particle
Shape Channel_GlitterShapeChannelEnumR / G / B / A / LumaADefault is A
Base Color Influence_GlitterBaseColorInfluenceFloat0 ~ 10Range 0-1; default 0
Intensity_GlitterStrengthFloat0 ~ 168Range 0-16; default 8

Shape & Range​

Inspector labelPropertyTypeRangeDefaultWhat it does
Scale_GlitterDensityFloat1 ~ 512379Range 1-512; default 379
Particle Size_GlitterSizeFloat0 ~ 10.39Range 0-1; default 0.39
Size Randomize_GlitterScaleRandomizeFloat0 ~ 11Range 0-1; default 1
Particle Contrast_GlitterContrastFloat0.25 ~ 12850Range 0.25-128; default 50
Post Contrast_GlitterPostContrastFloat0.1 ~ 81Range 0.1-8; default 1
Speed_GlitterSpeedFloat0 ~ 40.3Range 0-4; default 0.3
Rotation Randomize_GlitterShapeRotationFloat0 ~ 11Range 0-1; default 1

Light Response​

Inspector labelPropertyTypeRangeDefaultWhat it does
Sensitivity_GlitterSensitivityFloat0.01 ~ 640.25Range 0.01-64; default 0.25
View Parallax_GlitterViewParallaxFloat0 ~ 10.52Range 0-1; default 0.52
Normal Influence_GlitterNormalInfluenceFloat0 ~ 11Range 0-1; default 1
Light Angle_GlitterLightAngleFloat0 ~ 11Range 0-1; default 1
Light Direction_GlitterLightDirectionFloat0 ~ 11Range 0-1; default 1
Scene Light Influence_GlitterSceneLightInfluenceFloat0 ~ 11Range 0-1; default 1
Shadow Visibility_GlitterShadowVisibilityFloat0 ~ 10.54Range 0-1; default 0.54

Mask​

Inspector labelPropertyTypeRangeDefaultWhat it does
Enable Glitter Mask_GlitterMaskEnabledToggle-OffOff by default
Glitter Mask_GlitterMaskTexture-None-

Random & MatCap​

Inspector labelPropertyTypeRangeDefaultWhat it does
Color Randomize_GlitterColorRandomizeFloat0 ~ 11Range 0-1; default 1
Use Glitter MatCap_GlitterMatcapMaskEnabledToggle-OffOff by default
MatCap Texture_GlitterMatcapTexTexture-NoneThe glitter-only matcap
Use Color Too_GlitterMatcapUseColorToggle-OffOff by default
Invert_GlitterMatcapMaskInvertToggle-OffOff by default
Strength_GlitterMatcapMaskStrengthFloat0 ~ 11Range 0-1; default 1
Use Color Too_GlitterMaskUseColorToggle-OffOff by default

Mask Packs​

The 27 layer, depth and rim mask slots are stored in up to nine RGB packs, without an alpha channel. Editable and baked shaders read the same packs; packs with no active input are not generated. Packs are saved as PNG and imported as BC7 with mipmaps.

PackRGB
_MingSurfaceMaskPack0_StackMask01_StackMask02_StackMask03
_MingSurfaceMaskPack1_StackMask04_StackMask05_StackMask06
_MingSurfaceMaskPack2_StackMask07_StackMask08_StackMask09
_MingSurfaceMaskPack3_StackMask10_BaseAdjustMask_MatcapMask01
_MingSurfaceMaskPack4_MatcapMask02_MatcapMask03_MatcapMask04
_MingSurfaceMaskPack5_MatcapMask05_NormalMask01_NormalMask02
_MingSurfaceMaskPack6_NormalMask03_NormalMask04_NormalMask05
_MingDepthMaskPack_DepthEffectMask_DepthRimMask_DepthShadowMask
_MingRimMaskPack_FresnelRimMask_RimShadeMask_ShadowReflectionMask