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1.17.0 – 1.17.4

1.17.4 - 2026-09-21​

  • Fixed: the outline had the wrong tint on materials whose base colour was not white. The outline texture is the base texture, and the shader does not multiply it by the base colour. The tool divided by a base sample that already included the base colour. It now divides the written outline colour by the texture alone, so the outline matches the colour you picked. If neither slot has a texture, the colour is used as is.
  • The starting shadow is determined by the sliders, not the shadow model. 1.17.2 changed the border and blur curves in the style library, and 1.17.3 changed the fill for each material family. Both are restored to their 1.17.1 values, so the recommended colours are back to their earlier values too.
  • The Shading tab starts with different defaults: Shadow Strength 0.65, Shadow Softness 0.34, and Rim Softness 0.39. These resolve to a shadow border with a border of 0.653 and blur of 0.174. Each value is adjustable with its slider.
  • The generated skin detail normal remains at strength 0.05, as set in 1.17.2.
  • Clicking Apply or Apply to all now gives feedback. The button briefly reads Applied, and the status line below the bar appears. It reports how many values were written to each material or how many queued materials changed, so a second click is distinguishable from one that changed nothing.
  • Applying ends scene picking, so the avatar no longer remains in a state that is waiting for an unintended click.
  • Pick From Scene, on the Colour tab and in the empty-window notice, indicates when picking is active. Clicking it again stops picking. Esc also stops picking from the tool window, not just when the Scene view has focus.

1.17.3 - 2026-09-21​

  • Shadow depth now fits each material, not just skin. In 1.17.2, one Shadow Strength value of 0.65 lightened every shadow. It suited skin but made hair and white cloth about a third shallower than on the reference avatars. Depth is now set by material family: skin is 12.5% below its lit lightness, hair and cloth are 13.1% below, and dark cloth is deeper, as in the reference. Shadow Strength is back at 1 and remains adjustable.
  • Clear Targets now asks for confirmation before clearing, both on the bottom bar and in the Apply tab. Clearing the queue also removes the information Revert needs to restore originals on materials applied to copies; the dialog explains this.

1.17.2 - 2026-09-21​

  • Shadows now start lighter. Shadow Strength defaults to 0.65 instead of 1 because, at full strength, the first apply made an avatar look too dark as soon as the scene light came from an angle. In a comparison with 22 popular VRChat avatars, shaded skin was about 12% below lit skin; this tool put it 18% below. The slider still goes up to 1.
  • The shadow colour and deep shadow are unchanged, so the palette remains the same. What changed is how strongly and how broadly the primary shadow falls across the surface.
  • Shadows now cover less of the surface. The shadow border starts later, reducing the shaded area from about 28% to 20% of the visible area on a front-lit avatar, and from 48% to 40% when the light is high overhead. Cel narrows by the same amount and retains its hard edge.
  • The skin detail normal is applied more subtly, at strength 0.05 instead of 0.15. The generated texture is unchanged; only the application depth changed, because the grain looked like skin texture rather than surface breakup.
  • Whenever two or more targets are queued, Clear Targets appears beside Apply to all on the bottom bar, so you no longer need to open the Apply tab to empty the list. It is red because it discards the queue.
  • Fixed: removing the target material or pressing Clear Targets left guides in the Scene view. The marker at the clicked point and the shadow mask's coloured triangles continued to appear on the avatar with nothing picked, and the Surface tab continued to report the number of masked triangles.

1.17.1 - 2026-09-21​

  • Importing the package no longer adds README.md or CHANGELOG.md to your project.
  • The shipped scripts and stylesheet contain no comments. Line numbers in error messages remain unchanged.

1.17.0 - 2026-09-21​

  • lilToon and Poiyomi now produce the same result from one palette, as measured on the actual shaders. On both, the rim light follows the light colour and is half obscured by shadow. Poiyomi previously ignored the light, leaving its rim bright in a dim or tinted world while lilToon's rim dimmed. An Emissive material keeps an unlit rim on both.
  • On Poiyomi, applying shadows sets the shadow border to the same linear ramp lilToon uses (Non Linear Lightmap off). Applying the rim sets the rim shade to apply before surface effects and the rim light after lighting, matching the stages selected by Poiyomi's own lilToon converter. With a matcap enabled, the rim no longer differs from lilToon's.
  • On lilToon, applying the rim writes Enable Lighting and Shadow Mask instead of leaving their existing material values unchanged.
  • Fixed: the picked material could not be removed from the target list because it immediately returned, making it impossible to empty a list with one target. Removing it now also clears the pick. Removing the last target or pressing Clear Targets returns the window to its start card.
  • Fixed: after a target was added or removed, every slider movement discarded and rebuilt the entire target list.
  • Fixed: when targets were added but none was picked, the Colour tab showed the start card instead of their palette.
  • Whenever two or more targets are queued, Apply to all (N) appears beside Apply on the bottom bar, so applying a look to several materials no longer requires opening the Apply tab first. It uses the filled style while visible, since applying to all is usually the next step with multiple targets. Both this button and Apply to All Targets in the Apply tab now write only the channels selected in the dropdown; previously, they wrote all channels regardless of the selection.
  • The bottom bar now has two lines: the action above its method. It looks the same at every width, without wrapping a single button onto its own line.
  • Shader problems are now reported for every included target, not just the picked one. Previously, materials added to the target list were written to without warning, even when shadows were disabled in the shader. The same issue across multiple targets appears as one entry naming them, and one fix button resolves it for all of them.
  • The Apply tab gets an amber edge when the shader has an issue to fix, and its tooltip shows how many. The fix is no longer hidden on a tab you have not opened.
  • Fixed: in Korean, some characters appeared bold in the middle of ordinary text, as in "장면에서 선택". Any character first drawn by a bold title stayed bold throughout the editor session. If this remains after updating, restart Unity once. Characters already drawn bold in the running editor stay that way until it closes.
  • The normal built from the texture (UV0) now previews the result before generation, and the preview responds to Strength, Smoothing, Detail radius and Invert. Previously there was no preview because the row only showed what was already assigned.
  • Ambient occlusion now has a Preview button that shows a small, quick bake in the section without writing anything to the material. Because it casts rays across the whole avatar, it runs only when pressed. Press it again after changing the strength or ray count.
  • Fixed: the UV0 normal section had a Tiling slider and a second Tile size dropdown intended for the repeating detail normal; neither did anything there. Its size setting and the occlusion size setting are now labelled Texture size, not Tile size.
  • Whole-number sliders on the Surface tab now show their values in a box, like the other sliders.
  • No compression moved from the normal section to Generate all. It has always applied to every generated texture, but its old location made it look section-specific.
  • With nothing picked, the Colour tab now shows a three-step card with a Pick From Scene button instead of an empty ramp and grey palette. The other tabs show at the top that their actions will not affect a material yet.
  • Every section can now be collapsed. Its header chip shows the section's state without opening it: whether Backlight, Outline and Highlight are recommended for that material type, whether a texture slot is Assigned or Empty, and how many samples are held. Collapsed sections stay collapsed.
  • Settings most people rarely use are now one click away under Fine tuning in their respective sections. For the shadow mask, these are soften (Soften (px)) and the existing-texture rule (If a mask exists); for the normal, Smoothing, Detail radius and Invert; and for occlusion, the ray count (Samples) and pose (Bake the current pose). Sample and Detected also start collapsed.
  • Warnings on the Colour tab now appear above the sections, so collapsing a section cannot hide them.
  • The Surface tab now has two titled areas: one for painting a mask and one for generating textures. Generate all comes first, followed by a section for each texture. The paint tool (Brush) and Eraser sit side by side.
  • The toolbar has two toggles used on every material and one menu for presets, language and project settings. Clear mask appears only when there is a mask to clear. Neither the toolbar nor the bottom bar runs off the edge of a narrow window.
  • Each section's main action is now a filled button: Apply, Apply to All Targets, Write & assign and Generate all.
  • When Generate without assigning is on, Generate & Assign is labelled Generate, so the button describes what it will do.
  • Reset sliders is new on the Shading tab. It leaves the style and Advanced overrides unchanged.
  • The header shows the picked base colour beside the material name. The target list marks the current material with a bar rather than just a word, and places a target's note below its row instead of squeezing it into the row.
  • On/off settings now use Unity's own checkbox, with a tick when enabled, rather than a box that only changed colour. A disabled setting no longer looks like a plain button. Tools that stay lit while active, such as the mask Brush and Eraser, retain their button appearance.
  • Korean messages no longer show both particles at once, as in "역광이(가)". The sentences are phrased so neither particle is needed.
  • Korean terminology is now consistent: 역광, 외곽선 and 복제본 are used throughout, replacing 백라이트, 아웃라인 and 복사본 in section titles. The bottom bar's target toggle now reads Write to original / Write to a copy instead of just original.