Bangs Stencil Settings
In 3+1, the stencil buffer is used to allow eyebrows and eyeliner to show through even when the bangs overlap the face. When adding new bangs, you must apply the same settings to the material. Without this, eyebrows and eyeliner will be hidden behind the bangs.
For details on how this works, see Shader Settings › Stencil System.
Setup Steps
1. Select the bangs material
Select the bangs object from the Project window or Hierarchy and open the material it uses in the Inspector.
2. Open the lilToon stencil settings
In the lilToon material Inspector, expand the "Stencil" section.
3. Set the values
| Field | Value |
|---|---|
| Stencil Ref | 1 |
| Stencil Comp | NotEqual |
| Stencil Pass | Keep |
| Stencil Fail | Keep |
| Stencil ZFail | Keep |
4. If there are multiple materials
If multiple materials are assigned to the bangs object, apply the same settings to all materials.
5. Verify in Play mode
Enter Unity's Play mode and confirm that eyebrows and eyeliner are visible through the bangs.
Matching lilToon Settings
The Brightness (Brightness parameter) and Monochrome Lighting (Lighting(mono) parameter) in the preference menu work by having the COS_A animator directly control each material's _LightMinLimit / _MonochromeLighting.
Materials on newly added meshes are outside the scope of this animator, so aligning the default values with the base avatar ensures visual consistency when the radial is not in use.
For details, see Shader Settings.
| Property | Min (Radial 0) | Max (Radial 1) |
|---|---|---|
_LightMinLimit | 0.05 | 1.0 |
_MonochromeLighting | 0.5 | 1.0 |
Checklist
-
Stencil Refon the bangs material is set to 1 -
Stencil Compon the bangs material is set to NotEqual - If there are multiple materials, all of them have been configured
- Eyebrows and eyeliner are visible through the bangs in Play mode
- lilToon lighting values match the base avatar