#How to use mettalic and gloss maps in Toon Standard?

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tall rapids
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In the VRChat/Mobile/Toon Standard shader, how would I set up the metallic map and gloss maps.

languid eagleBOT
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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:

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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

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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

Note: you can ask me a follow up question by @ mentioning me again :speech_balloon:

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