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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

2. Setting Details

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

  • 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.

1. General / Face

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.
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.
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.

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.
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.

MatCap

NameDescription
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.
MatCap MapThe texture used for the MatCap effect.
MatCap MaskA mask texture defining where MatCap should be applied.
Depth OffsetControls the depth offset for outline. It can generally be used to hide unexpected outline area.

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.

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.
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.

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.
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

This is a simplified version of lilToon’s Glitter feature. Advanced options like Shape are excluded.

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

Allows configuration of stencil-related settings.

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.

Main Settings

NameDescription
Main Tex, ColorSets the base texture and color.
ExpousreAdjusts 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.

Refraction

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

Hight Light

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

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

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