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1.21.0 – 1.21.2

1.21.2 - 2026-09-29​

  • Added: lilToon custom shaders built from .lilcontainer files, such as YMR+, YMRCyber and lilSSAO, are supported like the lilToon mode they were built from. Previously they were treated as unsupported and nothing was written. Turning the outline on or off swaps to the matching outline shader of the same custom shader, never to stock lilToon. The picked Base colour covers lilToon's own layers; effects the custom shader adds on top are not included.

1.21.1 - 2026-09-29​

  • Fixed: Applying Highlight to lilToon materials with reflection no longer washes out the face and eyes. The toon specular edge now follows smoothness, narrowing from 20° to 2°. In a sample avatar render, pixels brightened by more than 60 fell from 13,154 to 0. Applying Highlight also narrows an existing wide toon specular, which can reduce a broad hair gloss.
  • Fixed: lilToon Lite Rim Light strength now changes the render. Lite ignores the rim colour's alpha, so the strength is written into the rim colour itself.
  • Fixed: lilToon Gem materials get only the channels the Gem pass draws: rim light and Highlight, which writes the gem environment colour and smoothness. Shadow, rim shade, backlight and reflection colour were reported as applied but never rendered.
  • Fixed: Materials locked by Poiyomi Shader Optimizer are left unchanged by Apply, copy, batch, Texture Kit and compatibility actions. The window reports that the material must be unlocked before it can be edited.
  • Fixed: the Poiyomi Shadow Mask is offered only in Multilayer Math lighting mode, the only mode in which Poiyomi 9.3, 10.0 and 11.0 read it.
  • Fixed: With Custom selected and no profile chosen, Apply actions are disabled, the preview shows the original materials, and no values are written.
  • Fixed: a new window session now remembers the Write to a copy choice.
  • Fixed: applying with Set all colours and numeric values automatically off keeps the alpha of lilToon's rim, rim shade and 2nd shadow colours, which lilToon reads as strength.
  • Fixed: The picked Base colour now follows Poiyomi world- and local-position texture mapping and includes the texture, tint, vertex and back-face alpha used by the shader.
  • Fixed: an HDR sample (a channel above 1) is now reported unchanged as the Base colour instead of clipped to 1; the colours derived from it stay in range.
  • Fixed: shadows for nearly grey samples (OKLCH saturation below 0.0015) measure relative saturation on the sampled hue instead of on the stable hue that replaces it.
  • Fixed: Apply to a copy now creates an asset copy for scene-only materials, leaving the original unchanged.
  • Fixed: Apply to a copy recognises a copy only by the marker the tool writes, not by its name. A material of your own named like a copy (for example ending in "(Toon Color)") is copied, not written to directly. A copy is reused only for the original it was made from; after the original moves and a new material takes its old path, the new material gets its own copy. A material deleted and recreated at the same path in the same editor session still reuses the old copy, because Unity gives it the same identity.
  • Fixed: Apply to a copy on an original whose copy is already in the target list leaves one row for the copy instead of two.
  • Fixed: Revert and Revert All Targets after the original material was deleted keep the copy on the renderer with its values reverted and say so, instead of leaving the slot empty.
  • Changed: the Apply to a copy tooltip says that undo restores the slot and values but keeps the copy file, which the next apply reuses.
  • Fixed: switching or closing a scene removes the preview's temporary materials from it; a scene that stays open keeps its preview.
  • Fixed: Saving a scene or Prefab Mode stage while previewing now saves the original materials and keeps the preview visible.
  • Fixed: Picking now selects the visible material when a mesh has more material slots than submeshes and their render queues differ; with equal queues it keeps the submesh's own material, since Unity's draw order then varies between sessions.
  • Fixed: Picking and Shadow Mask painting now follow triangles that use a submesh base vertex offset.
  • Fixed: on a mirrored (negative scale) renderer, picking with Pick Backfaces off now accepts the faces Unity draws and rejects the culled ones.
  • Fixed: picking skips renderers with rendering forced off unless Include Disabled Renderers is on, and hits very small triangles.
  • Fixed: a normal click after using the Shadow Mask Brush picks once instead of on every drag, and repicking a skinned mesh releases the previous posed mesh.
  • Fixed: Bake AO Map bakes UV islands placed in another UV tile and triangles crossing a UV tile edge, which stayed white. Rays leave along the correct normal on a non-uniformly scaled object.
  • Fixed: Revert after assigning or baking an AO map now restores lilToon's previous shadow state.
  • Fixed: two materials with the same name in the same folder no longer overwrite each other's generated textures. Each keeps its own file and reuses only that file.
  • Fixed: in a Gamma project, the Normal Map (UV0) generated from the base texture, its preview and the texture cavity decode the texture to linear, whatever its sRGB import setting.
  • Fixed: the Normal Map (UV0) generated from a non-square base texture keeps its aspect ratio instead of being stretched square.
  • Fixed: the Normal Map (UV0) generated from the base texture covers UV islands that cross a UV tile edge, stops at island borders instead of blending the neighbouring island's height, and fills the whole gutter around each island instead of 4 pixels.
  • Fixed: Detail Normal (UV1) tiling is matched to the UV1 density the shader samples, not UV0.
  • Fixed: the Advanced tab's mapping rows show the colour semantics in the window language, and Save Preset suggests a localized file name.
  • Changed: the window's accent, selection and current-item colours follow the Unity editor theme's highlight colours, so selected swatches, chips, the selected tab and the current target are easier to see in both themes.

1.21.0 - 2026-09-28​

  • Changed: The picked Base colour is now the colour the shader shows at the clicked point before lighting, not just the main texture × main colour. For lilToon (base, Tessellation, Multi and Lite) it includes colour adjustment and gradation, the Main 2nd and 3rd colour layers and decals, their masks and blend modes, and their front/back-face culling. For Poiyomi 9.3, 10.0 and 11.0 (Pro and Toon, locked materials included) it includes the UV settings, global theme colours, Color Adjust, the detail texture, vertex colouring, the back-face colour, RGBA Color Masking and decals 0–3 with their masks and blending. Clicking on a decal now gives the decal's colour. Lighting and effects (shadow, matcap, rim, emission, outline) are still left out, and scrolling or animated layers are read at their starting position.
  • Changed: Editing a material's colour layers or decals refreshes its entry in the target list.