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FeaturesMaterial Settings

Material Settings

1. Feature Overview

Base Step

AfterBefore

Mid Tone

AfterBefore

Rim Light

AfterBefore

Character Shadow

AfterBefore

Face SDF

AfterBefore

High Light

AfterBefore

Hair High Light

AfterBefore

Refraction

AfterBefore

Eye High Light

EyeHighlight


2. Setting Details

PotaToon materials are divided into four types: General, Face, Eye, and Gem.

  • General: The default type, used for most parts of the character such as the body, clothing, and hair.
  • Face: Recommended for facial surfaces and eyeballs to ensure proper shading and detail handling.
  • Eye: Designed specifically for pupil-only meshes. If the eyeball and pupil are not separated into different submeshes or materials, use the Face type instead.
  • Gem: Designed for crystal/glass style materials with transmission, refraction, and sparkle controls.

1. General / Face

MaterialSettings

Main Settings

NameDescription
Main Tex, ColorDefines the color of the lit areas.
Shade Tex, ColorDefines the color of the shadowed areas.
AO MapDesignates areas that should always remain dark. However, these areas will still receive light from spotlights or other light sources.
Shadow MaskExcludes selected areas from shadowing using a mask texture (R channel).
Shadow Mask ReverseInverts Shadow Mask behavior (white excludes instead of black).
Clipping MaskA mask texture used to clip unnecessary parts of the mesh.
Base StepControls the shadow threshold. To ensure smooth blending with character self-shadowing, it’s recommended to keep this at 0.5 unless special adjustments are required.
Step SmoothnessControls how soft the shadow edges are.
Receive Light ShadowToggles receiving the default light shadow from the brightest scene light.
MidToneToggles a mid-tone color for the shadow boundary generated by the main directional light. This mid-tone effect will disappear when lit by other light sources (e.g., spotlights).
MidTone ColorSets the color used for the shadow boundary.
Midtone ThicknessAdjusts the thickness of the mid-tone shadow edge.
Indirect DimmerAdjusts the intensity of indirect lighting, which includes Light Map, Light Probe, Adaptive Probe Volume, Reflection Probe, and Skybox.
Vertex ColorSets if vertex color is used. If enabled, the vertex color is combined with above textures and colors to calculate the final color.
Backlight ModeForces shadowed areas to render as pure black. Useful for dramatic lighting scenarios like backlighting for more artistic effects.

Color Grading

NameDescription
Base HueAdjusts hue for lit/base color regions.
Base SaturationAdjusts saturation for lit/base color regions.
Base ContrastAdjusts contrast for lit/base color regions.
Shadow HueAdjusts hue for shadow/shade color regions.
Shadow SaturationAdjusts saturation for shadow/shade color regions.
Shadow ContrastAdjusts contrast for shadow/shade color regions.
Mask MapApplies color grading only to selected areas (R channel).
Mask Map ReverseReverses Mask Map influence (black affected instead of white).

Normal Map

NameDescription
Use Normal MapEnables the use of a normal map. This map affects all lighting, including MatCap and self-shadowing.
Normal MapThe normal map texture to be used.
Normal Map Tiling/OffsetAdjusts UV tiling and offset for the normal map texture.
Bump ScaleControls the intensity of the normal map.

Rim Light

NameDescription
Rim Light MaskMasks out areas where rim lighting should not be applied. (Screen-space rim light ignores this mask.)
Rim Light ColorSets the rim light color. This is affected by scene lighting. (Screen-space rim light ignores light color.)
PowerControls the spread of the rim light (based on Fresnel).
SmoothnessControls the softness of the rim light edge.
[Screen Rim] TintAdds a per-material adjustment for the Screen Rim Light color. It is based on the color defined in the Volume settings.
[Screen Rim] Tint ModeSets whether to multiply or replace the Screen Rim Light color from the Volume settings.
[Screen Rim] Width MultiplierAdds a per-material adjustment for the Screen Rim Light width. It uses the width in the Volume settings as the baseline.
[Screen Rim] Lighting DimmerAdjusts how strongly scene lighting affects the Screen Rim result.
[Screen Rim] Shadow FadeSets if the Screen Rim Light is attenuated by a shadow.

MatCap

NameDescription
MatCap Layers (1-8)General/Face supports up to 8 MatCap layers with the same control set below.
ModeSets the blend mode for MatCap. Supports Add and Multiply.
UVSelects the UV channel used for sampling the MatCap texture.
WeightControls the strength of MatCap effect.
Lighting DimmerControls the intensity of lighting for MatCap. This is available only for Add mode.
MatCap MapThe texture used for the MatCap effect.
MatCap MaskA mask texture defining where MatCap should be applied.

Outline

NameDescription
ModeNormal: Use normal data to calculate outline. Position: Use object space position to calculate outline.
Use Normal MapSets whether to use outline-only normal map.
Normal MapA normal map texture to use for calculating outline only.
Width MaskA mask texture to control outline thickness per area. Outlines are based on mesh normals.
Blend Main TexDetermines whether the outline color should blend with the main texture color.
Outline ColorSets the color of the outline.
Outline WidthControls the overall outline thickness.
Depth OffsetSets a depth offset specifically for outline. Mainly used to hide unwanted outline areas.
Lighting DimmerSets how much the outline is affected by lighting. When set to 0, it maintains a constant color even when darkened.

Refraction

NameDescription
Refraction WeightControls the intensity of the refraction.
Blur StepControls the intensity of the refraction blur.

Character Shadow

NameDescription
Disable Char ShadowToggles character self-shadowing. In some cases (e.g., bangs), disabling self-shadow can create a cleaner look.
Shadow TypeSets the character shadow type. 3D: The default mode for most materials and it is physically correct. 2D Face: We recommend to use this if face type. Although it is not physically correct, it can be useful to clear the shadow noise.
Depth BiasAdjusts the depth bias used for self-shadow sampling.
Normal BiasAdjusts the normal bias used for self-shadow sampling.
SmoothnessControls the softness of self-shadow edges.
2D Shadow WidthControls the width of 2D face shadow.

Face SDF

FaceSDF textures must be symmetrical around the center point. Check out here for more details.

From v1.0.2, we support Face SDF textures for lilToon, Poiyomi Toon as the default.
If you use a texture created for the previous versions(v1.0.0, v1.0.1), please enable the Reverse option.

NameDescription
Use Face SDFEnables the use of a special SDF shadow mask for the face. When enabled, shadows defined by Base Step are ignored. If the face normals are already modeled to match SDF-style shading, you may enable this even without a texture.
Debug Face SDFDebug mode to visualize the lighting results or texture application range for Face SDF. This can help in verifying the effectiveness of the SDF shadow mask.
ReverseInverts the shadow result.
Face SDF TexThe texture used as the face SDF shadow mask.
Face SDF Tex Tiling/OffsetAdjusts UV tiling and offset for the Face SDF texture.
Post OffsetGlobally offsets the values of the texture. A value of 0 is ideal, but you can adjust it if the texture edges appear unnatural.
Blur StepControls the sampling interval for the texture. Higher values create softer edges but may deviate from the intended texture look.

High Light

NameDescription
High Light Tex UVSelects the UV channel for sampling the highlight map and mask.
High Light Map, ColorThe highlight texture and its tint color.
High Light MaskA mask texture that defines highlight regions.
PowerControls the size of the highlight area (similar to URP SimpleLit).
SmoothnessAdjusts how soft the highlight edges are.

Emission

NameDescription
Emission Tex UVSelects the UV channel for sampling the emission map and mask.
Emission Map, ColorThe texture and tint used for emission.
Emission MaskDefines the areas where emission is applied using a mask texture.

Glitter

Glitter settings in PotaToon use the same feature set as lilToon’s Glitter. The table below is organized for documentation clarity, so wording/grouping may differ slightly from the inspector.

NameDescription
Use GlitterToggles Glitter on/off for this material.
Color / MaskGlitter texture, color tint, and UV input for glitter distribution.
Main Color PowerControls how strongly base color influences glitter color.
Enable LightingControls scene-light influence on glitter.
Backface MaskReduces glitter on back-facing surfaces.
Apply TransparencyApplies material transparency to glitter contribution.
Shadow MaskReduces glitter in shadowed regions.
Particle SizeControls glitter particle size.
Scale RandomizeAdds size variation among particles.
ContrastContrast adjustment for glitter pattern.
SensitivitySensitivity of glitter response.
Blink SpeedControls blink/twinkle speed.
Angle LimitLimits visible glitter by viewing/light angle.
Light Direction StrengthControls directional light influence on glitter.
Color RandomnessAdds random color variation between particles.
Normal StrengthControls how normal direction affects glitter response.
Post ContrastFinal contrast adjustment after glitter composition.

Hair High Light

Hair highlights intensify when viewed from above and weaken when seen from the front or below. While hair highlights are usually not separated, applying this option can result in a more natural effect.

NameDescription
Use Hair High LightToggles the use of hair-specific highlights.
High Light TexThe texture used for hair highlights.
Reverse TexInverts the highlight texture values (1 - value).
StrengthAdjusts the brightness of the hair highlight.
UV OffsetApplies a vertical (Y-axis) offset to the texture sampling if needed.

Stencil

NameDescription
CompStencil comparison function.
RefStencil reference value.
PassStencil operation when stencil/depth tests pass.
FailStencil operation when stencil test fails.
ZFailStencil operation when stencil passes but depth test fails.

OIT

NameDescription
Disable OITIgnores OIT for this material. Refraction/Transparent rendering falls back to non-OIT behavior.

Pass Control

NameDescription
Shadow CasterEnables/disables regular scene shadow casting from this material.
Character ShadowEnables/disables PotaToon character shadow depth pass from this material.
Transparent ShadowEnables/disables transparent shadow pass from this material.
Character AreaEnables/disables character-area mask pass. Disabling excludes this material from character-only post processing and character shadow interaction.

2. Eye

The Eye type uses a simplified rendering logic that omits shadow regions and self-shadow interactions, resulting in a cleaner and clearer appearance - ideal for stylized looks.

EyeSettings

Main Settings

NameDescription
Main Tex, ColorSets the base texture and color.
Clipping MaskSets the mask texture to ignore specific area with alpha clipping.
ExposureAdjusts additional exposure specifically for the iris/pupil area.
Min IntensityPrevents the eye from becoming darker than the specified minimum brightness, unless all scene lights have zero intensity.
Indirect DimmerControls the intensity of the indirect lighting.

Color Grading

NameDescription
HueAdjusts hue for the eye base color.
SaturationAdjusts saturation for the eye base color.
ContrastAdjusts contrast for the eye base color.

Refraction

NameDescription
Use RefractionEnables eye refraction, which causes the pupils to shift naturally based on the viewer’s position.
WeightControls the strength of the eye refraction effect.

High Light

Provides a special highlight effect for the eyes, simulating tear shine.

NameDescription
Use High LightEnables/disables eye highlight rendering.
JitterAdds subtle variation to highlight behavior.
Hi Tex, ColorEye highlight texture and tint color.
Power RHighlight shape power for the R channel.
Power GHighlight shape power for the G channel.
Power BHighlight shape power for the B channel.
Intensity RHighlight intensity for the R channel.
Intensity GHighlight intensity for the G channel.
Intensity BHighlight intensity for the B channel.

This feature requires a dedicated highlight texture and works similarly to the Hair Highlight system. For more details on how to create this effect, refer to the following video: https://youtu.be/T2iI9hbNqLI?si=ITff56W51M7v3Wmv&t=2017 

Stencil

NameDescription
CompStencil comparison function.
RefStencil reference value.
PassStencil operation when stencil/depth tests pass.
FailStencil operation when stencil test fails.
ZFailStencil operation when stencil passes but depth test fails.

3. Gem

Gem is a dedicated shader type for crystal/glass-like materials with physically inspired controls such as refraction, transmission, clearcoat, and sparkle.

GemMaterialSettings

Main Settings

NameDescription
Base Map, ColorMain gem color texture and tint.
Clipping MaskAlpha clipping mask texture.
Indirect DimmerAdjusts indirect lighting intensity.
Receive Light ShadowToggles receiving the default light shadow from the brightest scene light.
Gem TypePreset selector (Glass, Crystal, Diamond, Ruby, Emerald, Sapphire, Opal, Custom). Non-Custom presets auto-apply tuned gem values.
Base StrengthControls how strongly the gem body color appears. Editable when Gem Type = Custom.
ShineMain reflection/sparkle intensity control. Editable when Gem Type = Custom.
RoughnessSurface roughness (lower = sharper reflections).
Chromatic AberrationRGB split effect near edges. This is practically active only when optical effects like transmission/indirect/refraction are contributing.
Particle IntensityInternal sparkle particle intensity.
Particle Lighting DimmerLighting influence on sparkle particles. Active when Particle Intensity > 0.
Particle LoopSparkle density/loop pattern control. Active when Particle Intensity > 0.
Particle ColorSparkle tint color. Active when Particle Intensity > 0.
Transmission StrengthControls how much light passes through the gem.
Absorption ColorInternal absorption color for transmitted light. Active when Transmission Strength > 0.

Color Grading

NameDescription
HueAdjusts hue for the gem base color.
SaturationAdjusts saturation for the gem base color.
ContrastAdjusts contrast for the gem base color.

Normal Map

NameDescription
Use Normal MapToggles the use of a normal map for gem surface detail.
Normal MapNormal map texture and UV input. Active when Use Normal Map is on.
Normal Map Tiling/OffsetAdjusts UV tiling and offset for the normal map texture. Active when Use Normal Map is on.
Bump ScaleStrength of the normal map effect. Active when Use Normal Map is on.

Refraction

NameDescription
Refraction StrengthDistortion strength of background seen through gem.
Refraction Blur WeightSoftens refracted background color. Active when Refraction Strength != 0.
Refraction Fresnel PowerMoves refraction emphasis toward edges. Active when Refraction Strength != 0.

Glitter

Glitter settings in PotaToon use the same feature set as lilToon’s Glitter. For Gem materials, this section is the same as the General / Face Glitter settings.

Rim Light

NameDescription
Use RimToggles rim lighting for Gem.
MaskMasks out areas where rim lighting should not be applied.
ColorSets the rim light color.
PowerControls the spread of the rim light (based on Fresnel).
SmoothnessControls the softness of the rim light edge.
[Screen Rim] TintPer-material tint adjustment for Screen Rim color.
[Screen Rim] Tint ModeSets whether to multiply or replace Screen Rim color from Volume settings.
[Screen Rim] Width MultiplierPer-material adjustment for Screen Rim width.
[Screen Rim] Lighting DimmerAdjusts how strongly scene lighting affects the Screen Rim result.
[Screen Rim] Shadow FadeSets if the Screen Rim Light is attenuated by a shadow.

MatCap

NameDescription
MatCap Layers (1-4)Gem supports up to 4 MatCap layers with the same control set below.
ModeSets the blend mode for MatCap. Supports Add and Multiply.
UVSelects the UV channel used for sampling the MatCap texture.
WeightControls the strength of MatCap effect.
Lighting DimmerControls the intensity of lighting for MatCap. This is available only for Add mode.
MatCap MapThe texture used for the MatCap effect.
MatCap MaskA mask texture defining where MatCap should be applied.

Clearcoat

NameDescription
Clearcoat IntensityAdds glossy top-coat contribution.
Clearcoat RoughnessSharpness/softness of top-coat highlight. Active when Clearcoat Intensity > 0.

Character Shadow

NameDescription
Disable Char ShadowToggles character self-shadowing for this material.
SmoothnessControls self-shadow edge softness. Active when Disable Char Shadow is off.

OIT

NameDescription
Disable OITIgnores OIT for this material. Refraction/Transparent rendering falls back to non-OIT behavior.

Stencil

NameDescription
CompStencil comparison function.
RefStencil reference value.
PassStencil operation when stencil/depth tests pass.
FailStencil operation when stencil test fails.
ZFailStencil operation when stencil passes but depth test fails.

Pass Control

NameDescription
Transparent ShadowEnables/disables transparent shadow pass for this material.
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