Thirteen MToonXT stencil examples: compare the effect, control settings and Unity mapping.
Simplified values use [T, I, O, S, R, W, D]; 1 is ON and 0 is OFF.
Unity defaults: read/write masks 255, Fail Keep, ZFail Keep, ColorMask 15. Stencil references are allocated by the importer, not serialized. Writer Color is ON unless noted. Queues describe the first compiled relationship.
| ID | Avatar use case | Writer / reader | Blender example | Unity example | Blender configuration | Unity configuration | Mapping | Notes |
|---|---|---|---|---|---|---|---|---|
| M01 | Depth-tested reveal.
|
Writer: colorless moving plane Reader: Hair1 and Hair+ Unaffected control: Hair2 |
Mask OFF / Mask ON reveal | Mask OFF / Mask ON reveal Synchronized Blender / Unity |
Simplified [0,0,0,1,1,0,1]Advanced Outside / LEqual / LEqualWriter Color Output OFF |
Colorless plane writer q2451: Always/Replace, LEqual, ZWrite Off, Cull Off, ColorMask 0. Hair1 and Hair+ readers q2452: NotEqual/Keep, LEqual, ZWrite On, Cull Off. Hair2: ordinary MToon pass. |
The colorless, depthless plane establishes the allocated shared reference without publishing visible color or depth. Hair1 and Hair+ display outside the writer stencil. Equivalent relationships that share one writer and presentation are coalesced into one writer pass with both readers so they cannot compete for different stencil references. | Control: mask disabled. Writer Color OFF suppresses color without disabling stencil. Alpha-zero material fragments are not a substitute. |
| M02 | Facial features through occluders.
|
Writer: original brow, lash, iris, shadow, and highlight materials Reader: Hair1, Hair+, and a compact moving reader plane |
Stencil OFF / Stencil ON reveal | Stencil OFF / Stencil ON reveal Synchronized Blender / Unity |
Simplified [1,0,0,1,1,1,1]Advanced Outside / LEqual / LEqual |
Reader q2451: Always/Replace, LEqual, ZWrite On. Base writer q2452: NotEqual/Keep, LEqual, ZWrite On; source culling. Reader-qualified overlay q2453: Equal/Keep, Always, ZWrite On, Cull Back. Native material rendering supplies lighting and received shadows; only the base casts shadows. |
Show Through combines ordinary-depth outside-reader pixels with an Always-depth pass constrained to reader pixels. Equivalent reader sets and presentation settings share one multi-writer stencil plan. | Control: stencil disabled. Reader-qualified show-through retains ordinary depth outside the reader. Overlay back-face culling is not a general nearest-surface solution for open or concave writers. |
| M03 | Face-only hair shadow.
|
Writer: hair-shadow volume or decal Reader: face skin |
Unclipped shadow / Face-clipped shadow reveal | Unclipped shadow / Face-clipped shadow reveal Synchronized Blender / Unity |
Simplified [0,1,0,1,1,1,1]Advanced Outside / LEqual / LEqual |
Face reader mask: Always/Replace, LEqual, ZWrite On. Hair-shadow writer q2452: Equal/Keep, LEqual, ZWrite On, Cull Off in the current imported stencil variant. |
Inside-only uses Comp Equal against the reader-authored stencil. | Control: unclipped shadow. The decal is constrained to face pixels; this is a stylized shadow decal, not a cast-shadow feature. |
| M04 | Animated lens-clipped visor HUD.
|
Writer: Animated HUD Reader: Opaque curved visor lens Occluders: Hair and head |
Synchronized OFF / ON Animated HUD — stencil ON |
Synchronized OFF / ON Animated HUD — stencil ON Blender / Unity synchronized comparison |
Simplified [1,1,0,1,1,1,1]Advanced Outside / LEqual / LEqual |
Lens q2451: Always/Replace, LEqual, ZWrite On. HUD q2452: Equal/Keep, Always, ZWrite On. Shared stencil reference; Cull Off and native MToonXT lighting. No secondary overlay. |
Inside Only clips the oversized HUD to the lens reader. Show Through makes the HUD visible despite the lens depth. Ignore Occluded Reader Areas keeps hair-covered portions excluded. M02 alone would reveal HUD outside the lens, so it cannot substitute for this combined behavior. | Control: stencil OFF. The lens stays fixed while the HUD pulses, scans and changes color. A companion track supplies animation timing; it is not embedded VRM animation. |
| M05 | Orbiting spirit ribbons. Traveling cyan, gold, and violet ribbons cross in front of the avatar; the configured mask cuts those overlaps away. |
Writer: Textured ribbon mesh Reader: All 24 avatar materials |
Stencil OFF / Stencil ON reveal | Stencil OFF / Stencil ON reveal Synchronized Blender / Unity |
Simplified [0,0,1,1,1,1,1]Advanced Outside / LEqual / LEqual |
Reader mask q2451: Always/Replace, LEqual, depth On. Ribbons q2452: NotEqual/Keep, LEqual, depth On. Imported double-sided ribbon material uses Cull Off. | The floating talisman is behind the front ribbons. Avatar exclusion leaves the talisman eligible to be covered; M06 excludes it too. | Control: stencil OFF. One textured writer excludes avatar pixels while remaining depth-tested against unrelated objects. Curved back-face shading can differ between engines. |
| M06 | Negative-space power-up. Use the same traveling ribbon geometry but preserve both avatar and floating talisman pixels. |
Writer: Textured ribbon mesh Reader: Avatar targets plus full-scene coverage |
Avatar exclusion / Full-scene exclusion reveal | Avatar exclusion / Full-scene exclusion reveal Synchronized Blender / Unity |
Simplified [1,0,1,1,1,1,1]Advanced Outside / LEqual / LEqual |
Retain the colorless full-scene coverage pass excluding the writer. Ribbons q2452: NotEqual/Keep, LEqual, depth On, Cull Off. | Control changes only Show Through to Off, reproducing M05-style avatar exclusion. The talisman is behind the front ribbon, so ordinary depth cannot explain its reveal. No backdrop plane fills the true background. | Control: Show Through OFF (M05). The talisman is also excluded, even behind the ribbons. The colorless scene-coverage pass is required. |
| M07 | Surrounding magical aura. Breathing cyan/violet wisps and drifting embers wrap the silhouette. Compare accumulated translucent energy with self/depth settings. |
Writer: One alpha-textured animated aura mesh Reader: Avatar materials |
Self/depth ON / Self/depth OFF reveal | Self/depth ON / Self/depth OFF reveal Synchronized Blender / Unity |
Simplified [1,0,0,0,1,0,1]Advanced Outside / LEqual / LEqual |
Reader mask q2451: Always/Replace, LEqual, depth On. Aura q2452: NotEqual/Keep, LEqual, depth Off; native reader-local overlay q2453: Equal/Keep, Always, depth Off. Both aura passes Cull Off. | Base alpha 0.42 × soft RGBA texture; curved wisps around the body, not a frontal card. Show Through intentionally lets rear energy tint the reader silhouette. Control changes Self Occlude and Writer Depth to On; depth Off alone is not transparency. | Control: Self Occlude and Writer Depth ON. Preserve source alpha and reader color beneath the aura. The two writer passes use complementary coverage to avoid duplicate blending. |
| M08 | Through-cover X-ray. An anatomical skeleton inside the avatar. Move an unrelated opaque shield across the body: M02 hides the covered bones; M08 keeps them visible. |
Writer: Rig-fitted anatomical skeleton Reader: Avatar body/materials Neither: Moving opaque shield |
M02 visible-body / M08 through-cover wipe M02 vs M08 — simultaneous side by side |
M02 visible-body / M08 through-cover wipe M02 vs M08 — simultaneous side by side Synchronized Blender / Unity |
Simplified [1,0,0,1,0,1,1]Advanced Outside / LEqual / LEqual |
Retain hidden-reader colorless coverage: Always/Replace, Always, depth Off. Reader mask q2451: LEqual, depth On. Skeleton q2452: NotEqual/Keep, LEqual; native overlay q2453: Equal/Keep, Always. Both skeleton passes depth On and Cull Back. Shield remains ordinarily opaque. | Only Ignore Occluded Reader Areas changes: M02 On → M08 Off. Both show bones through exposed body; only M08 retains them under the unrelated shield. This is not M04 Inside Only; outside the reader, ordinary writer depth applies. | Control: Ignore Occluded Reader Areas ON (M02). The opaque shield is neither writer nor reader. Full reader coverage authorizes the X-ray without revealing reader color. |
| M09 | Feather-crest flight visor. A teal curved visor carries a moving feather crest and animated amber flight instruments, with a sculpted frame. |
Writer: Cyan feather crest Reader: Teal curved visor lens Neither: Late amber HUD and sculpted frame |
Writer depth ON / Writer depth OFF reveal | Writer depth ON / Writer depth OFF reveal Synchronized Blender / Unity |
Simplified [0,0,0,1,1,0,1]Advanced Outside / LEqual / LEqual |
Crest writer q2451: Always/Replace, LEqual, depth Off. Curved-lens reader q2452: NotEqual/Keep, LEqual, depth On. Both Cull Off. Rear amber HUD q3000, depth Off; opaque frame q2000. | Only Writer Depth changes. Late amber HUD pixels pass through the crest when its depth write is off; the remaining lens still writes depth. Unlike M04, this tests depth ownership rather than inside-lens clipping. | Control: Writer Depth ON. Lens alpha 0.48 and HUD alpha 0.96 remain unchanged. The late HUD reveals writer depth ownership, not lens clipping. |
| M10 | Crystal-iris AR visor. A violet curved visor has a rotating seven-part crystal iris and cyan circular instruments, visually separate from M09's flight crest. |
Writer: Violet/gold crystal iris Reader: Violet curved visor lens Neither: Late cyan circular HUD and sculpted frame |
Reader depth ON / Reader depth OFF reveal | Reader depth ON / Reader depth OFF reveal Synchronized Blender / Unity |
Simplified [0,0,0,1,1,1,0]Advanced Outside / LEqual / LEqual |
Iris writer q2451: Always/Replace, LEqual, depth On. Curved-lens reader q2452: NotEqual/Keep, LEqual, depth Off. Both Cull Off. Rear cyan HUD q3000, depth Off; opaque frame q2000. | Only Reader Depth changes. The visible lens admits the later HUD when reader depth is off, while the crystal iris still writes depth. Not M09's writer-depth effect, and Depth Off does not itself change color alpha. | Control: Reader Depth ON. The lens admits the late HUD while the iris still blocks it. Disabling depth writes does not change alpha or disable depth testing. |
| A01 | Ice-silver character transformation. A feather-edged traveling boundary switches the original character's hair and costume to an ice-blue/silver palette while retaining skin, eyes and source texture detail. |
Writer: Feather-edged transformation veil Reader: Ice-silver character copy |
Outside comparison / Inside comparison reveal | Outside comparison / Inside comparison reveal Synchronized Blender / Unity |
Simplified [0,0,0,1,1,1,1]Advanced Inside / LEqual / LEqual |
Veil writer: Always/Replace, LEqual, depth On. Alternate character readers: Equal/Keep, LEqual, depth On. Both alternate and original-color foundation use BLEND with transparent depth write; retain the source material ordering. | Only Comparison changes. It switches complementary regions of the character recolor, not M03 writer-inside-reader clipping, M05/M06 negative-space ribbons, or M07's surrounding aura. The original-color foundation draws late so it cannot block the behind-body stencil stamp. | Control: Outside comparison. Both character copies use BLEND with transparent depth write; the original-color foundation draws late. This is a palette change, not a wardrobe replacement. |
| A02 | Amber spirit familiar reliquary. A small amber version of the character bobs inside an ornate, dark feather-and-gold reliquary beside the original avatar. |
Writer: Amber character familiar Reader: Avatar materials |
Writer LEqual / Writer Always reveal | Writer LEqual / Writer Always reveal Synchronized Blender / Unity |
Simplified [0,0,0,1,1,1,1]Advanced Outside / Always / LEqual |
Amber projection writer: Always/Replace, ZTest Always, depth On, Cull Off in the active imported stencil variant. Avatar readers: NotEqual/Keep, LEqual, depth On. The opaque reliquary uses ordinary MToon rendering. | Only Writer ZTest changes. The familiar appears through unrelated cover outside the original avatar silhouette; no reader is required to authorize that region. This distinguishes unconditional depth bypass from M02 and M08 body-local X-ray. | Control: Writer LEqual. This single-atlas projection uses sorted faces and a locked camera. Arbitrary-camera self-occlusion is not supported by this setup. Export doubleSided=false; active Unity stencil variant uses Cull Off. |
| A03 | Feather-shutter spirit projection. A larger violet character projection appears through a layered petal screen while an articulated white-and-gold feather shutter cuts it away. |
Writer: Articulated feather shutter Reader: Violet character projection |
Reader LEqual / Reader Always reveal | Reader LEqual / Reader Always reveal Synchronized Blender / Unity |
Simplified [0,0,0,1,1,1,1]Advanced Outside / LEqual / Always |
Feather writer: Always/Replace, LEqual, depth On, Cull Off. Violet projection reader: NotEqual/Keep, ZTest Always, depth On, Cull Off in the active imported stencil variant. The screen remains ordinary opaque geometry. | Only Reader ZTest changes. Reader color bypasses cover while the depth-tested writer retains its stencil cutout. Unlike A02 the visible projection is the reader, not an unconditional writer; unlike M08 this is not hidden-reader silhouette authorization. | Control: Reader LEqual. The camera-locked projection shows reader color through cover while retaining the writer cutout. Export doubleSided=false; active Unity stencil variant uses Cull Off. |