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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