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Troubleshooting

Find the symptom, then follow the last column.

SymptomWhyWhat to do
Nothing is pickedThe renderer is disabled, the mesh has no triangles, or the scene is not loaded.Turn on Pick From Scene and click the avatar. To pick disabled renderers, open Menu, then Settings, and turn on Include Disabled Renderers.
No UVReading a texture needs UV0.Give the model a UV0. A material that is only a tint, with no texture, can still receive a palette without UVs.
No textureNo base texture was found.Nothing to fix. The material tint is used instead, and the window says so.
Applying on Poiyomi leaves the shadow unchangedPoiyomi ignores shadow colours unless the lighting type is Multilayer Math. PBR lighting on 11.0 ignores them too.Under Issues to fix on the Apply tab, click Switch to Multilayer Math, then apply again.
On lilToon Lite the shadow is the same colour as the lit sideLite reads shadow colours only from textures. Preview does not show those textures.Click Apply. The shadow colour textures are built and assigned.
An outline appears or disappearsApply turns the outline on or off for every material to match Use Outline on the Shading tab.Set Use Outline the way you want, then apply again. To go back, click Revert.
The Poiyomi outline colour differs from the applied colourWhen the outline tint mix is not 0, the shader mixes in the base colour.Turn on Set all colours and numeric values automatically and apply, or click Set outline tint mix to 0 under Issues to fix.
The shadow border is too hard or too wideShadow softness or the shading style does not fit the surface.Move Shadow Softness, or switch Shading Style between Soft and Cel. Turn on Set all colours and numeric values automatically, then Apply.
Shadows are too dark or too flatThe remaining fill light and the saturation does not match.Brightness is Fill-Light Reduction, hue direction is Warm / Cool Bias, saturation is Saturation. To edit the lights themselves, use Use Advanced Shading.
Shader application unsupportedThe shader is neither lilToon nor a supported Poiyomi version (9.3, 10.0, 11.0).Use Copy Hex or Copy Colour and paste the proposed colour yourself. Nothing is written to the material.
Locked Poiyomi materialShaderOptimizer locked the material, or optimization renamed its properties.Unlock it in the Poiyomi inspector, then apply to the source material.
Preview shows nothingThat shader feature is off. Preview does not turn it on for you.Turn the feature on in the shader, or leave it so Apply will turn it on, then look again with Preview: ON.
The GPU cannot read the textureThe base texture is not 2D, or the graphics device cannot read it back.Check that the base texture is 2D and that the graphics device is working.

Limits that look like bugs​

  • Blend shapes and skinned meshes are picked in the pose at the moment of the click. Baking a very large skinned mesh can stall the Editor briefly.
  • The base colour is the colour the shader shows at the clicked point before lighting. For lilToon it includes colour adjustment, gradation, and the Main 2nd and 3rd colour layers and decals. For Poiyomi the base colour is worked out by the Poiyomi shader installed in your project, so it follows the release you use and locked materials as they are, and includes the UV settings, theme colours, Color Adjust, the detail texture, vertex colouring, the back-face colour, RGBA Color Masking and decals 0–3. If it cannot be worked out, the main texture × main colour is used and the status line says why. Other shaders give the main texture × main colour.
  • Lighting and effects (shadow, AO, matcap, rim, emission, reflection, outline) are never part of the base colour. Scrolling or animated layers are read at their starting position. Poiyomi video decals are not included, and UV modes that depend on the view (Panosphere, Matcap, Screen) may differ from what the screen shows.
  • On a shader that multiplies the shadow colour by the base, a nearly black base cannot express a separate shadow tint.
  • Nothing is written to a shader other than lilToon and Poiyomi. A similar property name is not guessed at.
  • GPU sampling needs a working graphics device. Cubemap and 3D base textures are not read.