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MToon Materials

Open a VRM avatar’s MToon section to adjust its material appearance without modifying the original model file.

MToon Materials

Most VRM models utilize the standard MToon cel shader. The MToon section enables non-destructive, per-instance adjustments over the author's baked shader values:

ControlRangeEffect
Shade0 – 1Controls shade color intensity
Shading Shift−1 – 1Shifts the boundary between illuminated and shaded regions
Shading Toony−1 – 1Adjusts the sharpness of the light/shade terminator line
GI Equalization−1 – 1Determines how strongly ambient global illumination flattens shading
Normal Scale0 – 2Scales normal map intensity; set to 0 to flatten micro-surface detail
Rim Light0 – 2Adjusts base intensity of the silhouette rim highlight
Rim Lift−1 – 1Controls how far the rim highlight spreads inward from the silhouette
Rim Fresnel Power0 – 4Higher values tighten the highlight closer to the silhouette edge
Rim Lighting Mix−1 – 1Set to 0 for unlit flat rim/matcap rendering; set to 1 for dynamic scene lighting influence
Matcap0 – 4Scales spherical reflection matcap intensity; inactive on materials without matcaps
Outline Width0 – 2Scales the authored geometry outline thickness
Outline Lighting Mix−1 – 1Set to 0 to preserve outline color; set to 1 to tint outlines with scene lights
Emissive0 – 4Adjusts self-illumination intensity, with headroom to exceed bloom
UV Animation0 – 4Scales UV scroll and rotation speeds; set to 0 to freeze animated textures

Clicking Reset Materials restores all sliders to their neutral baseline (multipliers to 1, offsets to 0), returning the avatar to its authored appearance.

Last updated on October 15, 2026

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