VRM MToon Outline Thickness Adjustment
This skill covers how to adjust outline thickness for VRM models using MToon materials in @pixiv/three-vrm .
Common Symptoms
-
Outline too thick when model is scaled up or camera is close
-
Outline thickness inconsistent at different zoom levels
-
Need to adjust outline programmatically at runtime
Key Concepts
Outline Width Modes
MToon materials have two main outline width modes:
Mode Description Behavior
'worldCoordinates'
Outline width is a physical world-space size Outline appears thicker when model is scaled up or camera is closer
'screenCoordinates'
Outline width is relative to screen pixels Outline stays consistent size regardless of zoom/scale
Critical Properties
material.outlineWidthMode // 'none' | 'worldCoordinates' | 'screenCoordinates' material.outlineWidthFactor // Number - the actual width value material.isMToonMaterial // Boolean - true for MToon materials material.needsUpdate // Set to true after modifying properties
Solution: Switch to Screen Coordinates
To make outlines stay consistent regardless of zoom/scale:
function adjustOutlineThickness(vrm, screenFactor = 0.005) { vrm.scene.traverse((object) => { if (object.isMesh || object.isSkinnedMesh) { const materials = Array.isArray(object.material) ? object.material : [object.material];
materials.forEach(material => {
if (!material || !material.isMToonMaterial) return;
// Check if this material has outlines enabled
const hasOutline = material.outlineWidthFactor > 0 &&
material.outlineWidthMode !== 'none';
if (hasOutline) {
// Switch to screen coordinates mode
material.outlineWidthMode = 'screenCoordinates';
material.outlineWidthFactor = screenFactor;
material.needsUpdate = true;
}
});
}
});
}
Factor Value Guidelines
For screenCoordinates mode:
Factor Value Approximate Effect
0.002 - 0.003
Very thin outline (1 pixel)
0.005
Thin outline (1-2 pixels)
0.01
Medium outline (2-3 pixels)
0.02+
Thick outline
Detection Pattern
To diagnose outline issues, log all materials:
function debugOutlineMaterials(vrm) { let count = 0; vrm.scene.traverse((object) => { if (!object.isMesh && !object.isSkinnedMesh) return;
const materials = Array.isArray(object.material) ? object.material : [object.material];
materials.forEach(material => {
if (material?.isMToonMaterial || 'outlineWidthFactor' in material) {
count++;
console.log({
name: material.name || '未命名',
type: material.type,
isMToonMaterial: material.isMToonMaterial,
outlineWidthMode: material.outlineWidthMode,
outlineWidthFactor: material.outlineWidthFactor
});
}
});
});
console.log(`Found ${count} MToon/Outline materials`);
}
Important Notes
[!IMPORTANT] Call timing matters! The function must be called AFTER currentModel is set. In vrm-core.js , the loadModel() function sets manager.currentModel near line 923. Any function that accesses currentModel must be called after this point.
[!NOTE] Materials named "XXX (Outline)" are outline pass materials automatically created by three-vrm. They share properties with the main material but render the outline effect.
API Reference (three-vrm MToon)
The enum values for outlineWidthMode :
// From three-vrm.module.min.js { None: "none", WorldCoordinates: "worldCoordinates", ScreenCoordinates: "screenCoordinates" }
Property Type Description
outlineWidthMode
string Width calculation mode
outlineWidthFactor
number Width value (meaning depends on mode)
outlineColorFactor
Color Outline color
outlineLightingMixFactor
number How much lighting affects outline
outlineWidthMultiplyTexture
Texture Texture to modulate outline width