Material Settings
1. Feature Overview
Base Step


Mid Tone


Rim Light


Character Shadow


Face SDF


High Light


Hair High Light


Refraction


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
Name | Description |
---|---|
Main Tex, Color | Defines the color of the lit areas. |
Shade Tex, Color | Defines the color of the shadowed areas. |
AO Map | Designates areas that should always remain dark. However, these areas will still receive light from spotlights or other light sources. |
Clipping Mask | A mask texture used to clip unnecessary parts of the mesh. |
Base Step | Controls 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 Smoothness | Controls how soft the shadow edges are. |
MidTone | Toggles 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 Color | Sets the color used for the shadow boundary. |
Midtone Thickness | Adjusts the thickness of the mid-tone shadow edge. |
Indirect Dimmer | Adjusts the intensity of indirect lighting, which includes Light Map, Light Probe, Adaptive Probe Volume, Reflection Probe, and Skybox. |
Vertex Color | Sets if vertex color is used. If enabled, the vertex color is combined with above textures and colors to calculate the final color. |
Backlight Mode | Forces shadowed areas to render as pure black. Useful for dramatic lighting scenarios like backlighting for more artistic effects. |
Normal Map
Name | Description |
---|---|
Use Normal Map | Enables the use of a normal map. This map affects all lighting, including MatCap and self-shadowing. |
Normal Map | The normal map texture to be used. |
Bump Scale | Controls the intensity of the normal map. |
Rim Light
Name | Description |
---|---|
Rim Light Mask | Masks out areas where rim lighting should not be applied. (Screen-space rim light ignores this mask.) |
Rim Light Color | Sets the rim light color. This is affected by scene lighting. (Screen-space rim light ignores light color.) |
Power | Controls the spread of the rim light (based on Fresnel). |
Smoothness | Controls the softness of the rim light edge. |
MatCap
Name | Description |
---|---|
Mode | Sets the blend mode for MatCap. Supports Add and Multiply. |
UV | Selects the UV channel used for sampling the MatCap texture. |
Weight | Controls the strength of MatCap effect. |
MatCap Map | The texture used for the MatCap effect. |
MatCap Mask | A mask texture defining where MatCap should be applied. |
Depth Offset | Controls the depth offset for outline. It can generally be used to hide unexpected outline area. |
Outline
Name | Description |
---|---|
Mode | Normal: Use normal data to calculate outline. Position: Use object space position to calculate outline. |
Use Normal Map | Sets whether to use outline-only normal map. |
Normal Map | A normal map texture to use for calculating outline only. |
Width Mask | A mask texture to control outline thickness per area. Outlines are based on mesh normals. |
Blend Main Tex | Determines whether the outline color should blend with the main texture color. |
Outline Color | Sets the color of the outline. |
Outline Width | Controls the overall outline thickness. |
Refraction
Name | Description |
---|---|
Refraction Weight | Controls the intensity of the refraction. |
Blur Step | Controls the intensity of the refraction blur. |
Character Shadow
Name | Description |
---|---|
Disable Char Shadow | Toggles character self-shadowing. In some cases (e.g., bangs), disabling self-shadow can create a cleaner look. |
Depth Bias | Adjusts the depth bias used for self-shadow sampling. |
Normal Bias | Adjusts the normal bias used for self-shadow sampling. |
Smoothness | Controls 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.
Name | Description |
---|---|
Use Face SDF | Enables 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 SDF | Debug 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. |
Reverse | Inverts the shadow result. |
Face SDF Tex | The texture used as the face SDF shadow mask. |
Post Offset | Globally offsets the values of the texture. A value of 0 is ideal, but you can adjust it if the texture edges appear unnatural. |
Blur Step | Controls the sampling interval for the texture. Higher values create softer edges but may deviate from the intended texture look. |
High Light
Name | Description |
---|---|
High Light Tex UV | Selects the UV channel for sampling the highlight map and mask. |
High Light Map, Color | The highlight texture and its tint color. |
High Light Mask | A mask texture that defines highlight regions. |
Power | Controls the size of the highlight area (similar to URP SimpleLit). |
Smoothness | Adjusts how soft the highlight edges are. |
Emission
Name | Description |
---|---|
Emission Tex UV | Selects the UV channel for sampling the emission map and mask. |
Emission Map, Color | The texture and tint used for emission. |
Emission Mask | Defines 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.
Name | Description |
---|---|
Use Hair High Light | Toggles the use of hair-specific highlights. |
High Light Tex | The texture used for hair highlights. |
Reverse Tex | Inverts the highlight texture values (1 - value). |
Strength | Adjusts the brightness of the hair highlight. |
UV Offset | Applies 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
Name | Description |
---|---|
Main Tex, Color | Sets the base texture and color. |
Expousre | Adjusts additional exposure specifically for the iris/pupil area. |
Min Intensity | Prevents the eye from becoming darker than the specified minimum brightness, unless all scene lights have zero intensity. |
Refraction
Name | Description |
---|---|
Use Refraction | Enables eye refraction, which causes the pupils to shift naturally based on the viewer’s position. |
Weigth | Controls 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