Instructions for MToon Shader

Use MToonClothing Shader if the clothing is toony material. Details are shown below:

  • Rendering

  • Rendering Type: opaque/cull/transparent

  • Cull Mode: culling method including front and back

  • Color

  • Lit Color, Alpha: diffuse map

  • Add Color or not: whether to overlay colors. Normally, it is not ticked. But it needs to be ticked when the diffuse color is grey and you need to overlay different colors for the clothes. Use Lit Color to superimpose the color.

  • Shade Color: Shade color

  • Pattern Texture: pattern map, allowing patterns to be overlayed on the material.

  • Clothing Mask for body: body mask, which can remove body parts covered by clothing. Note that the texture used here, is the UV of the body. When Alpha is 1, it means the body part needs to be displayed; When Alpha is 0, it means the body part needs to be culled.

  • Lighting

  • Shading Toony: The hardness and softness of the shading boundary

  • Normal Map: adds a normal map to the surface. With a normal map, you can add surface details like bumps, scratches and grooves. The float value next to the setting is a multiplier for the effect of the Normal Map. Low values decrease the effect of the normal map. High values create stronger effects.

  • Shading Shift: shifting shade

  • Shadow Receive Multiplier: shadow receiving intensity

  • Lit & Shade Mixing Multiplier:lit and shade mixing intensity

  • LightColor Attenuation: light color attenuating

  • GI Intensity: GI Intensity

  • Specular

  • MatCap: material capture. Simulate the highlights of different materials through a simple MatCap. Note: If this option is used, the properties below the highlight part will not take effect.

  • Specular Texture: Using the model UV, the three channels of R, G, and B represent: specular strength, specular range, and specular softness. The color behind is the highlight color. Note that do not tick sRGB for the properties of this texture in unity , as shown below:

  • Specular Strength: highlight intensity. The final effect will be multiplied by the R value in the Specular Texture.

  • Specular Range: highlight range. The final effect will be multiplied by the G value in the Specular Texture.

  • Specular Softness: highlight softness. The final effect will be multiplied by the B value in the Specular Texture.

  • Emission

    • Emission: self-illumination map/color

  • Rim

    • Rim: rim light map/color, using model UVs

    • Lighting Mix: light mixing

    • Fresnel Power: Fresnel power

    • Lift:lift

    • Softness:softness

  • Outline:

  • Width

    • Mode: WorldCoordinates/ CameraCoordinates

    • Width: width

  • Color

    • Mode: FixedColor/LightingMix

    • Color: color

  • UV Coordinates:

    • Scale & Offset

      • Tiling: tiling

      • Offset: offset

    • Auto Animation

      • Mask: to cover

      • Scroll X (per second): The scrolling speed in the X direction per second

      • Scroll Y (per second): The scrolling speed in the Y direction per second

      • Rotation value (per second): rotation speed per second (number of circles/angles/radians)

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