## VRM1.0 MToon shader

The checked(*) parameters are not applied to the preview display. They are only applied for exporting a VRM file.

VRM version is compatible with 1.0. You can also apply the MToon shader in VRM 0.x, but the display results are slightly different for some parameters, and parameters that only exist in 0.x cannot be set. The "VRM 1.0 only" parameters or mappings will not be reflected when exporting VRM 0.x.

In the 3D view, outlines are drawn using a simple method, so some shapes may not be drawn accurately and may look different from what they look like in an external VRM viewer.

VRM 1.0 uses the sRGB color space, so even if you set the same color, VRM 1.0 will appear brighter or whitish overall than VRM 0.x. [Convert to VRM 1.0] takes into account the differences in color space and allows you to convert so that the appearance does not change.

### Material Panel > Property > Parameter

Alpha
  It adjusts how the object opaque. 0 stands for perfect transparent (nothing can be seen), and 1 stands for perfect opacity. It can be specified when the [Alpha mode] is [Mask] or [Blend].
Alpha mode
  Specifies the representation of the [Alpha] value (including an alpha channel in [Texture] mapping).
  - Opaque - The alpha value is ignored. It is all opaque. This is the default for Alpha mode.
  - Mask - The part whose alpha value is lower than the specified [Alpha cutoff] is expressed as transparent. The part with high alpha value is expressed as opaque.
  - Blend - Make transparent the background according to the alpha value.
Transparent Z Write (*)
  The value specifies whether write to depth buffer or not when [Alpha mode] is [Blend].
Render queue offset (*) (VRM 1.0 only)
  An offset value to the rendering order.
Shade color
  Specifies the color of areas that are not illuminated.
Shading shift
  Specify the position of the boundary between light and dark in the range of -1 to 1 in relation to the way the light hits. A value greater than 0 will make the bright area wider, and a value less than 0 will make the dark area wider.
Shading toony
  Adjust the width of shading boundary. The higher the value, the sharper the boundaries will be displayed.
GI equalization (*) (VRM 1.0 only)
  Specifies how much of the brightness of the global illumination is reflected.
Emissive
  Specify how much light will be emitted as an area light source. The standard range is 0 to 1, but you can make the light source stronger by directly entering a number greater than 1.
Matcap factor
  Specify the factor of matcap.
Rim color
  Specify the color of the rim light.
Rim fresnel power
  The higher the value, the more rim light is reflected only near the boundary.
Rim lift
  Specify the area of influence of the rim light.
Outline mode
  Specify how the outline is drawn.
  - None - The outline is not rendered.
  - World coordinate - The outline is not rendered.
  - Screen coordinate - Render the outline of the constant width for the screen coordinate.
Outline width
  Specifies the width of the outline.When [Outline mode] is set to [World coordinate], the width is expressed in millimeters.
Outline color
  Specify the color of the outline.
Outline LightingMix
  Specify how much the outline color is affected by lighting. 0 means that the outline color is applied, and 1 means that the lighting is applied.
UV animation X/Y/rot. (*)
  Specify the speed of UV animation in X direction, Y direction or rotation.

### Material Panel > Property > Mapping

Texture
  It specifies the color pattern of the material. If the texture image contains an alpha channel, it is used as a semi-transparency or mask in combination with the [Alpha mode] setting.
Normal
  It specifies the irregularities of the material.
  The depth of irregularities is adjusted by [Normal map scale].
Emissive
  It specifies the part where the material emits light.
  The intensity of the emission is adjusted by [Emission].
Shade
  It adjusts the color of [Shade color] locally by a color image.
Shading shift
  It adjusts the factor of [Shading shift] locally by a monochrome image.
  The R channel of the RGB image is used.
  [Shading shift scale] adjusts the intensity of the [Shading shift].
Matcap (VRM 1.0 only)
  It specifies a color image for the representation of reflections on the surface.
  [Matcap factor] adjusts the intensity of the reflection.
Rim
  It adjusts an intensity of a rim light locally.
Outline width (*)
  It adjusts a width of an outline locally by a monochrome image.
  The G channel of the RGB image is used.
UV animation mask (*)
  It adjusts a speed of UV animation locally by a monochrome image.
  The B channel of the RGB image is used.