#How to use mettalic and gloss maps in Toon Standard?
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Hi @tall rapids. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
The knowledge sources do not contain enough detailed information to explain exactly how to set up metallic and gloss maps specifically within the VRChat/Mobile/Toon Standard shader.
What the documentation does say about Toon Standard is that it supports features such as:
- Detail and Emission maps from UV0 or UV1
- Custom shadow ramps, configurable simplified specular lighting, rim lighting, and Matcaps
- Normal maps including tilable and maskable detail normals
- Mask textures with configurable color channels for combining multiple maps into different packed formats
- Maskable hue-shift for albedo, emission, and detail
The mention of "mask textures with configurable color channels for combining multiple maps into different packed formats" suggests that metallic and gloss/smoothness data are likely packed into texture channels (similar to how Standard Lite works, where Metallic is in the R channel, Occlusion in G, and Smoothness in A of a combined texture). However, the exact channel layout for Toon Standard's mask textures is not detailed in the available knowledge sources.
For accurate and up-to-date setup instructions, I'd recommend checking:
- The VRChat Creator Documentation directly at creators.vrchat.com
- The VRChat SDK itself, which includes the shader and its inspector UI, which will label the relevant texture slots and channel configurations directly in Unity
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