Changed: Skin gloss is softer and has texture. The broad sheen that washed the front of limbs and the chest out to near white is narrower and weaker (matcap peak 226/255 → 171/255, strength 0.75 → 0.55). Apply also gives the skin matcap its own fine skin normal, so the highlight breaks up like skin instead of reading as one smooth plastic patch; diffuse shading is unchanged.
Added: lilToon Lite now gets palette shadows. Lite has no shadow colour property and reads its shadow only from a shadow colour texture, so shadowed areas stayed the same colour as the lit side. Apply now writes 1st and 2nd shadow colour textures made from the base texture and the palette, plus the shadow border colour and shape. Revert removes them. A shadow colour texture you assigned yourself is kept. Preview does not show these textures before Apply.
Fixed: Revert after Apply and Bake AO now turns a lilToon shadow keyword back off when the shadow was off before. The AO slot recorded the keyword after Apply had turned it on and restored that later value.
Fixed: Revert after baking AO on a lilToon material with Use Outline on no longer drops lilToon's _REQUIRE_UV2 marker keyword. The Outline shader does not declare the keyword, so it was captured as off and then removed.
Changed: Applying to several targets now gives every target the same palette and the same material type as the picked material. A target no longer switches to its own palette when its base colour cannot reach the shared shadow; it gets the nearest colour it can show. The Texture Kit writes every target instead of skipping ones detected as another type.
Changed: The Rim Shade slider now starts at 0.6 instead of 0.85, so the default rim shade is subtler. Saved controls and presets keep their values.
Fixed: Bake AO is much faster. On a sample avatar's body at the default 512 × 512 and 64 samples, a bake that did not finish in an hour now takes about 11 seconds. Rays search casters through a bounding-volume hierarchy, stop at the first hit, and run on all CPU cores.
Fixed: Detail Normal now uses Poiyomi's rendered slot by version: 9.3 uses _DetailNormalMap with _DetailEnabled / FINALPASS; 10.0 and 11.0 use Normal Map 2 (_Bump2ndMap) with _UseBump2ndMap / POI_BUMP2NDMAP. Each sets UV1; Revert restores the previous texture, toggle, keyword, UV, scale and tiling.
Added: Version-specific Poiyomi adapters support 9.3, 10.0 and 11.0. Version detection uses the shader path or shader_master_label, and Apply writes only properties present in that version without silently changing the lighting model.
Fixed: Poiyomi 11 now reports when PBR mode prevents shadow colours from rendering and offers an undo-supported switch to Multilayer Math. Apply preserves the lighting mode unless the user selects the fix.
Fixed: Poiyomi Highlight Apply now enables the Stylized Specular feature keyword with its toggle. Revert restores the original keyword state on 9.3, 10.0 and 11.0.
Fixed: Automatic shadow Apply no longer overwrites border or blur values on an inactive third shadow layer in lilToon or Poiyomi. Revert also restores Poiyomi 11's shading activation property and keyword.
Fixed: Poiyomi 11 PBR no longer offers the unused shadow mask slot. Texture Kit Remove/Revert restores the original ramp even after switching away from Texture Ramp lighting.
Fixed: lilToon Multi Outline now applies the effective RenderType tag and render queue for Opaque, Cutout and Transparent modes when Outline is enabled or disabled. Revert restores the original shader and render state.
Fixed: Revert now restores declared shader-local keywords when restoring texture-slot gates, including lilToon's AO UV2 gate.
Fixed: outline alpha was used as strength, making lilToon and Poiyomi lines translucent. Both now write alpha 1; Outline Strength moves the base colour toward the recommended outline colour in OKLab. 0 is the base, 1 is the recommendation, and values above 1 clamp to 1.
Fixed: the generated gloss was too faint to see. The skin matcap peaked at 43/255 and a grey matcap colour left on the material dimmed it further. The skin sheen now peaks near 225/255 and hair near 190/255, still soft on every side, and applying gloss writes a white matcap colour. Revert restores the original colour.
The shading update now covers every material, not only skin. Cloth, hair, plastic and other surfaces carry more colour in their shadows, with the same lightness as before. White cloth shades toward a cool lavender and pale hair toward its own hue; metal gains a little. Rim light and backlight on every non-skin material are a little brighter and lower in chroma while keeping the material's hue; hair keeps a rim in its own colour.
Gloss is now part of the default look, with no new option. Under Set all colours and numeric values automatically, Apply generates a matcap from the picked colour, saves it next to the material, assigns it, and writes the matcap numbers. Revert restores the material's original matcap texture, switch and numbers, even after several Applies.
The matcap is how most VRChat avatars get their gloss. It is added on top of reflection, not instead of it: types that recommend a highlight keep their reflection. Every material type gets gloss except fur, suede, velvet, emissive, eyes and teeth. With Turn off not recommended features on, an existing matcap on those types is turned off, and Revert brings it back. A matcap the author assigned is kept.
Highlight Strength now also scales the gloss.
The generated matcaps were rebuilt. Skin gets one soft oval sheen that fades on every side, so it never prints a line across curved skin. Hair gets a soft, broad sheen above centre in the hair's own hue, and hair now turns reflection on; the light-driven ring comes from the reflection, the way shop hair materials do it. Latex and vinyl get a sharp main highlight, a small second highlight and a broad sheen. Satin, silk and leather get a band that curves with the surface. Metal gets softbox reflections over a horizon. Fabric, wood and stone get a faint wide sheen, weak enough that semi-transparent clothes do not glow.
Fixed during this work: the skin sheen bleached pale skin to pure white along a hard edge, and drew a straight line across the chest. It is now a soft, skin-tinted oval.
Fixed: matcaps left a dark ring along silhouettes. The area outside the sphere is now filled from its edge.
Fixed: the stockings matcap laid a grey wash over the whole material. Additive matcaps are now black wherever there is no sheen.
The rim shade is wider and softer. It keeps the depth of the primary shadow and takes the warmer, deeper colour of the shadow border, so the silhouette reads as a warm, darker edge rather than a grey one. Rim Shade Strength now starts at 0.85 instead of 0.35.
The rim light band is wider and softer. On skin it is a warm white.
Backlight is now recommended for latex, vinyl, leather, satin and stockings, as it already was for skin. The skin backlight colour now matches the rim light.
Skin shadows carry a little more colour. Their lightness is unchanged.
The skin Detail Normal (UV1) starts at strength 0.1 instead of 0.05, because the grain was too faint to see.
Two materials with the same name no longer share one generated matcap. Each material keeps its own texture, and applying again reuses it.