Poiyomi materials set to TextureRamp, Realistic, Wrapped, Skin or SDF now receive shadow colour. These five lighting types shade through Poiyomi's Shadow Tint and ignore the shadow colours the tool used to write, so the tool previously left them without colour and only suggested changing the lighting type. The tint takes the same colour as the Multilayer Math layers, converted against the sampled base in the same way the tint multiplies the lighting.
This was verified by rendering, not by inspecting the shader. Changing the tint from white to red shifted a sphere's green and blue means by 0.0089 under Realistic and 0.0333 under Wrapped. Under PBR, which does not read the tint, both means shifted by 0.0000.
All tuned values are now remembered between sessions, not just three. Previously, closing Unity preserved Shadow Softness, Rim Softness and Shadow Strength. Shadow depth, Warm / Cool Bias, Chroma, rim, backlight, outline and highlight strengths, Shading Style, and the entire Advanced Shading block all reverted to defaults. Each is now saved whenever it changes; no switch is needed.
A project set up before this keeps its three existing values. All remaining values are initialized to their defaults once.
Presets moved from a collapsed section on the Advanced tab to a toolbar Presets menu with Save Preset, Load Preset and Create Defaults. Tuning is now saved separately, so preset assets are for carrying a look to another project. This is a window-level action, not a tab feature.
The Apply tab now has a Match Poiyomi to Multilayer Math switch. Poiyomi reads shadow colours only in that lighting type, so an avatar mixing lilToon with Poiyomi on any other type cannot share one palette. When enabled, applying first switches the Poiyomi material to Multilayer Math so both sides match. The switch is off by default because you chose the lighting type. Revert restores it.
The hint below the switch appears only when relevant: the targets mix shader families, and one uses a lighting type that ignores shadow colours.
Fixed: the existing Switch to Multilayer Math button changed the value the inspector shows and left the shader rendering the old type. Poiyomi's lighting type is a keyword enum, so writing the number alone leaves the shader compiled against the previous type. That button and the new switch now move the keyword as well.
Revert now restores shader keywords as well as property values. The store could always restore keywords; it simply was not given their names.
Poiyomi 11's PBR lighting type is now recognised. Materials using it were previously prompted to switch to Multilayer Math, which discards the PBR setup. The tool now explains what PBR ignores: shadow colours and the shadow mask have no effect. It writes the two values PBR actually reads—metallic and smoothness—derived from the material profile, as the lilToon adapter already does. Dielectric reflectance is left unchanged because the profile does not specify it.
The header's type selector previously showed only Auto Detect; the resolved type appeared on another tab. The resolved type and confidence now appear directly below the selector, with the reason for the guess in the tooltip.
Generating a matcap or normal map now writes one texture and assigns it to every material in the apply target list, not just the selected one. A face and body listed together reference the same file, so they read as one character. Colours already worked this way; textures did not.
Separately generated materials could never match, regardless of their settings. The noise seed came from the material's own name, so Face and Body drew different grain and a different matcap even when both were set to Skin. The seed now follows the picked material, so everything in one target group is generated from it.
A shared normal tile is rescaled for each material so the grain has the same world-space size on all of them. If a body's UVs cover half the area per world unit compared with the face, its normal tiling is scaled by the square root of two. A target dragged in from the Project window has no renderer to measure, so its tiling is left unchanged and the row explains why.
A target whose material type differs from the picked material is left untouched, instead of being given the wrong grain, and its row says why. Skin and Denim do not share a tile.
With Apply to a copy enabled, texture generation still writes only to the selected material. Other targets are skipped, and the status line counts them instead of leaving you to guess.
The window is now organised around five tabs instead of two: Colour, Shading, Apply, Surface and Advanced. Previously, eleven collapsible sections shared one scrolling list, nine of them on the Colour tab, so finding a control meant remembering which foldout contained it. Each tab now answers one question: the material's colour; how it is shaded; where changes are written; its textures and masks; or the controls used less often. Every setting appears in exactly one tab.
Apply moved to a bottom bar pinned in view from every tab. It contains the Apply button with a channel selector, the original-or-copy switch, Revert and the status line. The four summary chips that only pointed to controls elsewhere are gone because those controls are now on screen. Status text no longer appears in four places at once.
The Shading tab's twelve sliders are grouped under Shadow, Rim, Backlight, Outline and Highlight, instead of one flat list. Shadow Softness, Rim Softness and Shadow Strength moved out of the strip above the tabs into the group each belongs to, beside the settings they interact with.
The Colour tab opens with a lit-to-shadow strip showing the base colour, shadow border, shadow and deep shadow side by side, so changes are visible before applying them.
The material type is chosen in one place. The same dropdown sat both above the tabs and inside the Material Type section, and the two had to be kept in step. Only the one in the pinned header remains.
The Apply section's fifteen controls are now split into three named groups: Issues to fix, Targets and Apply options. The issues group is hidden when the shader has no issues.
Tabs now look distinct from buttons. Previously, they were two buttons with a highlight class, indistinguishable from the buttons below. The selected tab shares the page background and interrupts the strip's lower border, making it appear connected to the page below. An accent line runs along its top edge, and its label is bold.
uv0, the texture UV, triangle and sub-mesh indices, and the material slot moved from the top of the first screen to a Diagnostics section on the Advanced tab. These details help when reporting a problem but get in the way otherwise.
Fixed: the toolbar's Preview button did nothing. It had a label and tooltip but was never connected to the session, so turning it on left the material unchanged and turning it off had nothing to undo. It is now connected to the session.