lilToon Material Conversion
This page is for anyone moving a lilToon avatar to MingToon. It covers what conversion carries over, what it cannot, and what to check afterwards. It takes about 15 minutes.
What is this
Conversion reads the source material and creates a new MingToon authoring material. The source material file is not deleted and stays as it is. Only the Renderer slots switch to the new material.
What conversion carries over:
- Base color and textures, HSVG, normals, emission, occlusion, PBR, MatCap
- 2nd and 3rd layers and their masks
- Reflection settings, lilToon backlight and face-only data
- Render states such as stencil, render queue, visible faces, and surface mode
If the source holds real data, the PBR, emission, outline, and alpha mask modules are turned on too.
Features that cannot be carried over are recorded in the loss report as lossy or unsupported.
The two shaders differ in their formulas and in what their features mean. Conversion is a tool that creates a starting point, not a cloning tool.
When to use it
- When moving a whole avatar made with lilToon
- When reviving an avatar that turned pink because the shader files are missing
- When moving only some materials first to compare the result
Try it in 30 seconds
- Select the MingToon Manager on the avatar root.
- Find 2. Choose look → Convert on the Get Started tab.
- Press Convert Child Materials to MingToon.
You succeeded when the result line shows a converted slot count. If it is 0, see Slots that are not converted.
How to turn it on
- Attach Manager to the avatar root. Keep it on the root even when moving only an outfit.
- Assign the face and bare skin meshes in 1. Assign face & skin renderers.
- Pick Look Preset On Convert in 2. Choose look → Convert.
- Pick Color Preset in the same place.
- Pick Keep Existing Values under color to keep the source colors.
- Press Convert Child Materials to MingToon on the same card.
- Read the succeeded, excluded, failed, and loss items in the result.
If you already have MingToon materials, use Apply to Current MingToon Materials.
Convert the source first, apply the look preset, then apply the color preset last. Source reflection, backlight and face data are preserved in the source reapply step. Edge Rim keeps the selected look preset's value instead of being overwritten by the source. Keep Existing Values applies no color preset and keeps the source colors.
If some materials fail, the rest are still processed. Do not read the presence of successful materials as overall success. Failed slots keep their source materials attached.
Recovery conversion for Missing Shader materials
You can also convert materials that turned pink because the shader file is missing. It reads the stored property names and values to identify the NiloToon, lilToon, or Unity Standard family. The basis for that identification is shown in the conversion preview.
On this route, the hidden defaults and keyword meanings of the original shader cannot all be recovered. Check the four items below yourself after converting.
- Surface Mode and Alpha Cutoff
- Visible Faces, the render queue, and stencil
- Whether the emission, PBR, and outline modules are on
- Mask channels and inversion
Checking after conversion
- Does the Renderer use the new MingToon material, with the source asset still present
- Do opaque, cutout, semi-transparent, and transparent give the same result as the source
- Are the render queue, visible faces, and stencil as intended
- Are the texture tiling and offset, channels, and inversion the same
- Are PBR, emission, outline, and alpha mask on where they are needed
- Are the face and skin roles and the face proxy correct
How to read the loss report is in Reading the Conversion Report.
Values you will touch often
| Inspector label | What it changes | Suggested starting value | Raise it / lower it |
|---|---|---|---|
| Look Preset On Convert | The whole look applied right after conversion | Basic Toon High | Switching to Low gives a lighter look with depth effects off |
| Color Preset | The color tone laid over the look | Keep Existing Values | Picking another preset replaces the source colors with that tone |
| None | Skips the look preset itself | Do not pick it | Picking it leaves only the values read from the source and can look flat |
| Outline Smooth Normals (UV8) | Outline continuity on sharp corners | On | Off splits the line at corners |
| Overwrite Occupied UV Channels | Whether a UV channel already in use can be reused | Off | On overwrites someone else's data and can break the look |
Common problems
Pressing the convert button does nothing
Every readable slot is on the conversion exclusion list. The list is in Slots that are not converted.
The face is shaded exactly like the body
The face slot is still Regular. How to assign it is in Face and skin assignment.
I reverted and the values I had just fixed disappeared too
Undo Conversion (back to pre-MingToon materials) is a single Undo step. It returns only the current slots to the source, and it does not delete the created conversion materials or mesh bakes.
More detail
MingToon Manager · Reading the Conversion Report · Automatic Optimization On Build · Troubleshooting