en:unity:shader:mtoonreference

MToon reference

What is MToon
MToon is a shader which can be used in avatars (VRM) and items (VCI).

Property

Rendering (Mode)
Rendering Type Basically, use Opaque
To use a transparent texture, specify “Transparent”.
Cull Mode Basically, use Back.
Turning this off will draw both sides of the meshes. However, this will increase the drawing cost.
Color (Texture)
Lit Color, Alpha Specify a texture.
The color setting will be applied to the entire texture.
Shade Color Specify a texture.
The color setting will be applied as the color of the shadow.
Lighting
Shading Toony Smoothness of the borderline of the shadow.
The border becomes blurry as the value comes close to 0, and it becomes sharper as the value comes close to 1.
Normal Map Specify a normal map.
Lighting (Advanced Setting)
Shading Shift Specify the amount of area to be shaded.
The shaded area becomes smaller as the value comes closer to -1, and the area becomes larger as the value comes closer to 1.
Shadow Receive Multiplier Specify the area that is less affected by the shadow.
It is useful when you do not want the shadow to be dropped on the face.
Lit & Shadow Mixing Multiplier Specify the area that is more affected by the shadow.
This item has compatibility with ShadingGradeMap in UTS2.
LightColor Attenuation Specify how much the color of the light in the environment affect the material.
GI Intensity Specify how much the brightness of the Global Illumination affects the material.
Emission
Emission Glow with the specified color (HDR).
You can specify the area that doesn't glow by creating masks.
MatCap Specify a mat cap.
Rim
Color Color of the Rim light
Lighting Mix How much of the color of the environmental light shall mix with the rim light
Fresnel Power Larger the value, the sharper the border of the rim light
Lift Larger the value, wider the area affected by the rim light
Outline (Width)
Mode Selecting “None” will remove the outlines.
To render outlines, set it to “WorldCoordinate”.
Width The width of the outline
Outline (Color)
Mode FixedColor: The outline will be rendered in the “Color”.
MixedLighting: The outline will be rendered in a color which is a multiple of the texture color and the “Color”.
Color Color of the outline
Lighting Mix Define the mix ratio of the colors
UV Coordinates (Scale & offset)
Tiling Basically, specify X=1 and Y=1.
Offset Slide the base point of the UV coordinate from the origin (0,0)
UV Coordinates (Auto Animation)
Mask You can specify the region to scroll and not scroll the UV with a mask.
Scroll X (per second) The speed at which the UV is scrolled in the X direction.
The scroll direction is specified with the sign of the value.
Scroll Y (per second) The speed at which the UV is scrolled in the Y direction.
The scroll direction is specified with the sign of the value.
Rotation (per second) The speed at which the UV is rotated.
The rotation direction is specified with the sign of the value.
Options (Debugging Options)
Visualize Used for debugging. You can change the visibility of the shader.
Options (Advanced Options)
Double Sided Global Illumination
Render Queue Configuration of the render order

Detailed explanation

Rendering Type

Rendering Type
Opaque Used when the entire mesh is opaque. * The default configuration
Cutout Completely hides the area of the texture with its transparency less than the cutoff value.
Which result in transparent areas and opaque areas.
Transparent Used for transparent materials with reflections, such as glasses and plastics.
TransparentWithZWrite It's basically the same as the Transparent, however, when two translucent materials overlap with each other, only the one in the front is rendered.
Transparent objects are not rendered

Rendering Mode

Cull Mode

Cull Mode
Back Draw only the front side (default configuration)
Front Draw only the back side. Used for reversing the sides using the shader
None Draw both sides. Requires more processing power

Culling is a technique that speeds up the rendering process by not drawing the back side of the polygons.
You may disable the culling (None) and draw both sides, but it will increase the processing burden.
ShaderLab - Culling

Shading Toony

Shading Shift

*To configure, expand the Advanced Settings in the Lighting.

Emission

Emission is used to create glowing objects.

Here is one example of an object using the Emission.
Using emission to make glowing object with MToon

MatCap

MatCap is a technique to perform pseudo lighting by pre-baking the light
on an image and change the area to sample depending on the direction of the surface.

Outline

By specifying a mask image, you can disable the outline of the desired area.

UV Coordinates

* Click on the image to play the animation.
You can scroll a texture by specifying speeds on Scroll X and Scroll Y.
It can be used to replicate water surface and other effects.

Here is one example of an object using UV scroll.
* Expression of light using MToon

en/unity/shader/mtoonreference.txt · Last modified: 2021/06/30 16:04 by t-daihisa

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