Moved Permanently to https://vrm.dev/en/

VRM - humanoid 3d avatar format for VR
  •  MToon(ja)
  • MToon

    Shader preloading setting
    How to use 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.

    alicia MToon
    Apply MToon to the 3D modelAlicia

    For users who want to have a quick setup

    Common items

    • Select the target material and change the shader to VRM/MToon
    • Click the shader panel and set the same texture in Color->Lit Color, Alpha and Color->Shade Color
    • Set white color in Color->Lit Color, Alpha and set the preference shade color in Color->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 to sphere map or Matcap)
    • If outline is necessary, select WorldCoordinates in Outline->Width->Mode. Select None if outline is not needed
    • Set the value with good appearance in Outline->Width->Width

    General material

    • Choose Shading Shift and set 0
    • Choose Shading Toony->Shadow Receive Multiplier and set 1

    Set materials not being shadowed too much such as the character’s face

    • Choose Shading Shift and set a negative value
    • Choose Shading Toony->Shadow Receive Multiplier and set 0

    Setting items

    Preliminary

    Select the target material and change the shader to VRM/MToon.

    select MToon
    Change the material shader to VRM/MToon

    Rendering

    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 than Color->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.

    VRM - humanoid 3d avatar format for VR