MToon¶
About MToon¶
MToon aims for making Japanese anime expressions. It is achieved by mixing Lit Color
and Shade Color
based on Lighting parameters and light source environment.

Apply MToon to the 3D model Alicia
¶
Quick Setup¶
Basic Walk Through¶
Select the target material and change the shader to
VRM/MToon
lick the shader panel and set the same texture in
Color->Lit Color, Alpha
andColor->Shade Color
Set white color in
Color->Lit Color, Alpha
and set the preference shade color inColor->Shade Color
Set the preference value in
Shading->Toony
. Make the lit color and shade color sharp:1
Set the texture in
Rim->Additive
(equivalent tosphere map
orMatcap
)If outline is necessary, select
WorldCoordinates
inOutline->Width->Mode
. SelectNone
if outline is not neededSet the value with good appearance in
Outline->Width->Width
General Material¶
Choose
Shading Shift
and set0
Choose
Shading Toony->Shadow Receive Multiplier
and set1
Set materials not being shadowed too much such as the character’s face¶
Choose
Shading Shift
and set a negative valueChoose
Shading Toony->Shadow Receive Multiplier
and set0
Items Setup¶
Preliminary¶
Select the target material and change the shader to VRM/MToon
.

Change the material shader to VRM/MToon¶
Rendering¶

The items included in the Rendering Inspector¶
Set the rendering type and cull mode in Rendering
.
Rendering Type¶
Set whether the material is opaque or semi-transparent.
Opaque
For rendering performance, it is recommended to set
Opaque
.
Cutout
Although it is opaque, it refers to the alpha value in
Color->Lit Color, Alpha
. Therefore, it skips rendering for places having smaller value thanColor->Alpha->Cutoff
.
Transparent
The opacity based on the alpha value in
Color->Lit Color, Alpha
.The downside is that outline rendering cannot be performed correctly.
Cull Mode¶
Set which side of the polygon to be rendered.
Back
Render the front side. Generally selecting
Back
is recommended.
Front
Render the back side.
None
Render the both sides.
Alpha¶
Required if choosing Rendering Type->Cutout
.
Cutoff (
Color->Alpha
)Set the threshold value for not rendering.
Color¶
Set the rendering color.The texture and color are multiplied.Set the color hit by the light ray in Lit Color, Alpha
and set the color not hit by the light ray in Shade Color
. Also, set the the alpha value in Lit Color, Alpha
for opacity information.
Lighting¶
Shading Shift¶
Adjust the threshold value of the lit color and shade color for how the light ray hits the object.When the value is 0
, it is the normal lighting.When the value is negative, it becomes the lighting with anime-like, wide range of lit color. It is necessary to disable the self-shadow with setting the value to 0
in Shadow Receive Multiplier
according to the displayed warning message.
Shading Toony¶
Set whether to smoothly change the lit color and shade color around the threshold value in Shade Shift
.When the value is 0
, it becomes realistically smooth like a general Lambert model.When the value is 1
, it becomes animation-style lighting. The lit color and shade color change rapidly around the threshold value.
Shadow Receive Multiplier¶
Set the influence of the self-shadow and shadow. 0
: Not affected. 1
: Affected.
LightColor Attenuation¶
Set the influence of the light source color.0
: Affected by the light source color.1
: Not affected by the light source color. It only reflects the luminance of the light source color.
Rim Additive¶
Display additional light sources based on the relationship between the camera and the normal.In general it is called sphere map or matcap.
Emission¶
Set the constant color regardless of the light source environment.
Normal Map¶
Set the normal map. Set the strength value in the box on the right.
Outline¶
Set the outline.
Width Mode¶
None
The outline is not rendered
WorldCoordinates
Render the outline of the constant width for the world coordinate
ScreenCoordinates
Render the outline of the constant width for the screen coordinate
Width¶
Set the width of the outline. The unit of distance is meter when Width Mode->WorldCoordinates
is chosen.
Color Mode¶
FixedColor
Render with the fixed color
MixedLighting
Multiply the influence of Lighting
Color¶
Set the outline color.
Color Lighting Mix¶
Set the multiplier coefficient when Color Mode->MixedLighting
is chosen.