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:
| Control | Range | Effect |
|---|---|---|
| Shade | 0 – 1 | Controls shade color intensity |
| Shading Shift | −1 – 1 | Shifts the boundary between illuminated and shaded regions |
| Shading Toony | −1 – 1 | Adjusts the sharpness of the light/shade terminator line |
| GI Equalization | −1 – 1 | Determines how strongly ambient global illumination flattens shading |
| Normal Scale | 0 – 2 | Scales normal map intensity; set to 0 to flatten micro-surface detail |
| Rim Light | 0 – 2 | Adjusts base intensity of the silhouette rim highlight |
| Rim Lift | −1 – 1 | Controls how far the rim highlight spreads inward from the silhouette |
| Rim Fresnel Power | 0 – 4 | Higher values tighten the highlight closer to the silhouette edge |
| Rim Lighting Mix | −1 – 1 | Set to 0 for unlit flat rim/matcap rendering; set to 1 for dynamic scene lighting influence |
| Matcap | 0 – 4 | Scales spherical reflection matcap intensity; inactive on materials without matcaps |
| Outline Width | 0 – 2 | Scales the authored geometry outline thickness |
| Outline Lighting Mix | −1 – 1 | Set to 0 to preserve outline color; set to 1 to tint outlines with scene lights |
| Emissive | 0 – 4 | Adjusts self-illumination intensity, with headroom to exceed bloom |
| UV Animation | 0 – 4 | Scales 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