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ChangelogV1.4.3

v1.4.3 (2026-05-11)

Features

1. Performance Mode

  • Added Performance Mode, a lightweight mode based on the new Simple Shader.
  • It helps you set up materials faster when they do not need complex features, such as NPCs or background objects.
  • Advanced settings and pass settings can still be adjusted, and pass settings are preserved when switching Performance Mode.

PerformanceMode

2. Alpha Mask

  • Added Alpha Mask.
  • The previous Clipping Mask has been changed to Clipping Mode and is now available in the Alpha Mask settings.
  • Except for Clipping, Alpha Mask works the same way as lilToon’s feature. The conversion utility also supports automatic conversion.
  • Eye materials now support Alpha Mask as well, making it easier to mask only specific areas.

AlphaMask

3. Added Character Mask Pass control

  • Added a Character Mask Pass toggle to the Gem shader, so you can directly control whether the character mask pass is used when needed.

Optimizations

1. Build time optimization

  • Improved how Opaque Dither Fade passes are handled in the default build. (-25%)
  • Unused Opaque Dither Fade passes are now removed by default, reducing project build time by 50%.

2. Shader optimization

  • Performance Mode is about 2.7x to 5.1x faster.
  • The default shader also received runtime performance improvements.

Optimizations

Bug Fixes

1. Gem Shader fixes

  • Fixed an issue where Gem Refraction could look unstable in certain situations.

2. 2D Face Shadow fixes

  • Fixed an issue where noisy line artifacts could appear when using 2D Face Shadow.

3. Eye Shader GUI fixes

  • Fixed issues where some settings in the Eye Shader inspector were displayed awkwardly or did not behave correctly.

4. Shader warning cleanup

  • Cleaned up warnings from multiple shaders.
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