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1.22.0 – 1.22.2

1.22.2 - 2026-10-03​

  • Fixed: a Skinned Mesh Renderer whose scale is not 1, such as hair placed under the Head bone and resized, can be picked. The click used to miss it because its surface was measured at the wrong size, 13–19 cm away from where it is drawn on the measured avatar. The same fix applies to AO Map with Bake the current pose and to the Detail Normal (UV1) tiling correction.

1.22.1 - 2026-10-01​

  • Fixed: after Apply to a copy, undo or redo keeps the Shadow Mask selection. It was cleared before, because the mask session kept pointing at the copy while the window went back to the original material.
  • Fixed: on Poiyomi 11, Shadow Mask writes the mask through the inverse of the material's mask level adjustment (PoiMaskLevels4), so the painted area erases the shadow and the rest keeps it even when the author changed the levels or inverted them.
  • Fixed: on Poiyomi 11, Shadow Mask reports the cases it cannot match. Levels that cannot output both 0 and 1 and Normalize on refuse the write and offer Reset shadow mask levels to default and Turn shadow mask Normalize off. A shadow mask panning other than 0 is reported with Set shadow mask panning to 0. Normalize cannot be matched beforehand, because the Poiyomi Inspector rewrites the bounds from the new texture's min and max.

1.22.0 - 2026-10-01​

  • Fixed: with Apply to a copy on, Normal Map (UV0), AO Map and Lighting Ramp now write to the copy. They wrote to the original material before.
  • Fixed: Generate without assigning now also stops Normal Map (UV0), AO Map and Lighting Ramp from being assigned.
  • Fixed: the Detail Normal tiling correction is written to the detail-normal slot of each target's own Poiyomi version (9.3 _DetailNormalMap, 10.0/11.0 _Bump2ndMap), including a mix of versions and lilToon, instead of the representative material's slot.
  • Fixed: regenerating a texture keeps the wrap mode, mip maps, sRGB and NPOT settings you changed on its import settings. Only compression and the tiling data are rewritten.
  • Fixed: the Detail Normal preview follows the periods you set, and the matcap preview follows the palette's highlight and base colours when you edit a colour or resample.
  • Fixed: Shadow Mask selection on a Skinned Mesh Renderer accumulates across clicks instead of resetting on each click.
  • Fixed: Shadow Mask works on lilToon (_ShadowStrengthMask, offered only with Shadow Mask Type 0 and written together with _UseShadow) instead of always being refused.
  • Fixed: Shadow Mask painting follows the mask's tiling and offset and the lilToon main texture rotation, so it no longer erases shadow at another position.
  • Fixed: compatibility fixes that turn a feature on also set the keywords and gate properties Apply sets (lilToon Multi shadow, rim shade and backlight; Poiyomi Rim 2). The Poiyomi rim style fix now switches the rim style keyword.
  • Fixed: a colours-only Apply converts the rim light, backlight and shadow colours with the material's current Main Strength, and the deep shadow follows _ShadowMainStrength.
  • Fixed: the Poiyomi normal map is written with its own UV set (_BumpMapUV), so a generated normal map is read in UV0.
  • Fixed: applying Shadow on lilToon writes _ShadowEnvStrength as 0, because the palette already includes the ambient fill.
  • Fixed: applying Backlight on lilToon writes the backlight border and blur, which were never written. They follow the Shadow Softness control, so at default controls the band is wider than lilToon's default: in a sphere render under a straight backlight, 16.3% of pixels change by more than 30 when Backlight is on, against 8.3% with lilToon's default border and blur.
  • Fixed: lilToon FurOnly shaders report only the channels their fur pass renders: shadow, rim shade and the AO Map. Rim light, backlight, reflection, matcap and normal maps were reported as applied but never rendered.
  • Fixed: on lilToon, a Rim Light with the Multiply blend is not applied. The window reports the problem and offers Switch the rim light blend to Add.
  • Fixed: after Apply to a copy and undo in the same window, the next apply works.
  • Fixed: Revert is enabled after an Apply to a copy that changed no values.
  • Fixed: adding, removing or combining samples updates the palette of every target, so the preview and Apply show the same colours.
  • Fixed: changing the material type, profile or preset keeps the combined sample as the base colour instead of switching to the last pick.
  • Fixed: changing the sample radius or mode applies when targets were added without a scene pick.
  • Fixed: the compatibility list for the current material follows Inspector changes.
  • Fixed: lilToon Lite with Set all colours and numeric values automatically off keeps _UseShadow and the shadow texture alpha.
  • Fixed: on a locked Poiyomi 11 material, level adjustment is not applied to masks whose texture is absent, so the sampled Base colour matches the shader.
  • Fixed: a non-finite highlight, rim light or backlight strength no longer turns those colours into NaN.
  • Fixed: changing the language updates the last Apply result and the status line.
  • Fixed: editing Localization.csv refreshes the open window's text.
  • Fixed: resetting the advanced shading defaults updates the sliders.
  • Fixed: the custom sample radius field shows the radius in use.
  • Fixed: the palette detail title shows the manual-edit mark.
  • Changed: the Advanced tab's Outline Width (cm) applies to every material type and no longer edits the Custom profile asset. Use Profile Width clears it, and the reset to profile defaults clears it too.
  • Changed: the Inspector for material profiles and presets is localized in English and Korean; the runtime English headers and tooltips are gone.
  • Changed: the target colour tooltips say that all targets share one palette and that the base colour only sets the shader multiplier, clamped at 1.
  • Changed: the Generate All tooltip and the Surface documentation list the normal, detail normal and matcap. The AO Map and Lighting Ramp have their own bake buttons.