Specular Configuration Guide¶
This section covers NiloToon's various specular features, including Hair Specular, Kajiya-Kay Specular, PBR Specular, Metallic Materials, and Stocking Materials.
Hair/Toon Style Specular¶
For hair materials, using Specular Method = Toon will provide better toon specular results, since it is easier to control the specular area/shape artistically.

Then adjust the following 3 parameters until the specular looks good for hair.

Setup Example¶
- Assign a Specular Mask first - this limits where the specular can appear
- Set Area Remap Strength to 1
- Adjust MidPoint appropriately (e.g., 0.5)
- Set Softness to 0.05
If You Want PBR Specular
For realistic specular like a PBR shader, use Specular Method = GGX PBR and adjust Smoothness instead of using Style Remap.
Kajiya-Kay Specular (Hair)¶

This is a very rarely used feature, designed for producing a dynamic hair "Angel Ring".

To produce better specular, Position Offset needs to be manually adjusted for each hair material.
Usage Limitations
This feature requires all UV islands in UV0 (first UV set/channel) to be lined up vertically (all hair root vertices at the top of the UV, and tips at the bottom of the UV). Most models' UV0 do not have this special format, so this feature is generally not recommended.

Only when UV0 is set up this way will the auto-generated tangent using UV0 produce the correct data for this feature to calculate accurate hair specular.
Using with Regular UV Models¶
If your model only has regular UV, you can provide an additional UV to use this feature.
| UV Channel | Purpose |
|---|---|
| UV0 | Vertically aligned special UV |
| UV1 | Regular UV for BaseMap color |
With this data setup, the auto-generated tangent using UV0 will work correctly, and you can sample the BaseMap color using UV1.

Specular & Smoothness¶
The following groups are typically used together:
- Smoothness/Roughness (Specular)
- Specular Highlights

Main Uses¶
- Realistic cloth/plastic/metal PBR reflection
- Realistic skin reflection (sweat/oil/water effects) - used for swimsuit outfits, sexy models, etc.
Complementary Maps¶
Specular results will be greatly improved by using the following PBR maps together:
| Map Type | Purpose |
|---|---|
| Normal Map / Detail Map (Normal) | Surface detail |
| Smoothness / Roughness Map | Reflection intensity |
| Occlusion Map | Ambient occlusion |
| Metallic Map | Metallic property |
Packed Texture Support
Packing Smoothness, Occlusion, and Metallic into a single texture is common practice. NiloToon can read a target channel from a texture, so you can use these PBR packed maps directly.
MatCap (Add/Specular/RimLight) is also frequently used together. While not PBR or realistic, it provides stable specular from a matcap texture that does not depend on light direction or color.
GGX PBR vs Toon Specular¶
In the Specular Highlights group, the default Specular Method is PBR GGX. It uses the PBR specular algorithm, and you primarily control the specular shape using the Smoothness/Roughness slider.

Smoothness Adjustment Examples¶
| Smoothness Value | Result |
|---|---|
| 0.3 | ![]() |
| 0.5 | ![]() |
| 0.7 | ![]() |
When Specular Method = Toon, it uses the classic NPR specular algorithm, and Smoothness is ignored. You control the specular shape manually using the Style Remap sliders. This is well suited for setting up hair specular with a Reflection Shape Mask.
Specular Intensity in Shadow¶
Control specularInShadowMinIntensity in NiloToonCharRenderingControlVolume.


Metal/Reflect/Rim/Specular Material¶
You can use the following features within the character material to create metallic materials.
(1) MatCap (Alpha Blend)¶
Typically generated by AI tools (e.g., Nano Banana 2).


(2) Environment Reflection¶
Displays the scene's Reflection Probe data. This feature requires you to bake Reflection Probes in the scene.

(3) MatCap (Additive)¶
Ideal for adding rim light or highlights using a matcap texture.

(4) Specular Highlights¶

Black Stocking Material¶
To produce the black stocking effect, use BaseMap Stacking Layer.
Before applying BaseMap Stacking Layer
After applying BaseMap Stacking Layer
Setup Method¶
Configure the BaseMap Stacking Layer as follows:
| Setting | Value |
|---|---|
| Blending Mode | Multiply RGB |
| Mask UV Mode | MatCapUV |
| Mask Texture | Select Matcap_ShadowSoft |
| Layer Content Color | A dark color (e.g., black or deep gray) |

This allows you to tint a surface only at grazing angles. Adjust the Mask's Remap (0 to 1) to fine-tune the shape of the black stocking effect.
Adding Specular Reflection
Once the edge tint effect is complete, add specular reflection, which is another important element of the black stocking effect. See the Specular & Smoothness section above.


