Currently, MToon only takes the key light into account.

Very intense local light between the cube shape and the MToon avatar.
I talked a bit to Lyuma on the V-Sekai Discord, and apparently, both the reference implementation in UniVRM and Lyuma's implementation in Godot take local lights into account. Both those implementations are flawed in the sense that the local lights only add light, instead of also changing the lighting direction, so we could even improve on that.
According to HifiExperiments, we wouldn't even run into the issue that different body parts could end up with different shading, like it commonly happens on VRChat.
Currently, MToon only takes the key light into account.
Very intense local light between the cube shape and the MToon avatar.
I talked a bit to Lyuma on the V-Sekai Discord, and apparently, both the reference implementation in UniVRM and Lyuma's implementation in Godot take local lights into account. Both those implementations are flawed in the sense that the local lights only add light, instead of also changing the lighting direction, so we could even improve on that.
According to HifiExperiments, we wouldn't even run into the issue that different body parts could end up with different shading, like it commonly happens on VRChat.