0.1.1
Release: 0.1.1
Layer stack preview and Final Bake added; Paint tab new; Isolation tab merged into Bridge tab; tab structure organized into 6.
Check on upgrade
Tab structure reduced from 8 to 6
Isolation tab is now Manual pick mode in Bridge + Region Mask tab, and Help tab moved to header ? button.
Manual pick mode output filenames keep _Isolation suffix, so previous masks don't clash names.
New features
- Layer stack preview / Final Bake — Load starts preview right there from any tab; switching tabs leaves earlier results overlayed. Target row (Target · Load · Refresh · Preview) and Layer row pin below tab bar. Layer row controls: show/hide checkbox, blend mode (Max / Add / Multiply / Subtract / Replace), opacity (defaults: masks = Max, gradient = Multiply, paint color = Replace). Final Bake composites all checked layers into
<mesh>_<material>_Final.png(and_FinalColor.pngif color layers exist), saving exactly what the scene view shows. Per-tab Bake stays to bake that layer alone. → Docs - Preview overlays the original shader — The Scene-view preview no longer swaps in a dedicated preview shader. It keeps the original shader and composites the mask over the base map, so the avatar still looks the way it normally does with only the mask laid on top. → Docs
- Slot Split — Merge mode — Top toggle switches between Split and Merge. Merge combines 2+ slots back into one submesh — when you didn't need to split after all, or to cut draw calls. Check slot cards (with base map thumbnails) or scene-view
Ctrl+ click to pick 2+ slots; choose Keep Material; Merge saves a new*_merged.assetand swaps the renderer. Warns if base maps differ or UVs overlap, but doesn't block execution. Original asset unchanged;Ctrl+Zreverts mesh and material array together; other renderers using the same mesh rebind together. Locked if Split mode has unapplied changes. → Docs - Action bar — New row below header: Load · Preview · Edit Mesh Only · Undo · Redo · Final Bake · Save · Save As. Common tasks no longer scattered across tab positions. Edit Mesh Only isolates loaded targets in scene (non-destructive, turn off to restore). → Docs
- Scene click lock — While Preview is on, plain left-click in scene won't pick other objects (prevents accidental target switch).
Alt+ drag andCtrlclick/drag unaffected. → Docs - Preview recovery — If preview material lingers on mesh (editor crash, etc.), opening the Mask Maker window auto-restores it. Also: the Recover Preview button at the top of the ? help screen. → Docs
- Paint tab — Blender-style texture paint with brush directly on mesh in Scene view to make mask/color textures. Draw/Erase/Smooth/Fill, Normal Limit, Occlusion, Mirror, stencil texturing, 8 built-in stencils, auto-save recovery. → Docs
- MatCap Gloss — AO (Cavity) submode — Bake shadow only from mesh recesses. Ignores Scene view angle; check with Preview Bake button. → Docs
- Refine in Paint — Hand-paint over MatCap bake result in Paint tab. → Docs
- Gradient — Reference Bone — Start/end follow bone; pose-change pose-switched avatars keep position; preset re-finds same-named bone across avatars. → Docs
- Bridge + Region Mask — Edit selection — Select All / Deselect All / Invert Selection / Grow Selection, Recent Seeds log, send to Paint tab. → Docs
- Slot Split — Safeguards — Refresh, Reset Moves / Reset Structure separate, Apply Plan card, Duplicate materials for new slots option, auto-preview restart after apply. → Docs
- Combiner — Auto-optimize — Auto-scan, thumbnails, drag between groups, Execution Plan card, auto-assign materials after bake. → Docs
- Combiner — Shader Profile — Define/extend scan targets via JSON in
MaskMakerProfiles/folder. Export Built-ins / Reload. → Docs - Material Slot Picker — Multiple material slots on mesh; pick one from base-map thumbnail per slot to bake/paint/preview. Output filename:
<mesh>_<material>. Slots exceeding submesh count map to last submesh. → Docs - Help (? button) — "What is a mask texture?", per-tab purpose table, lilToon/Poiyomi/MingToon/NiloToon property connection tables (click to copy), 4-step wiring, FAQ. → Docs
- Links to the site from the tool — Header Docs button opens current tab's guide; small ? buttons next to card titles open that feature's docs and show one-line help on hover; version label v0.1.1 opens this patch notes page. Links follow your tool language pick.
Changes
- Isolation tab merged into Bridge tab. Toggle Random strands / Manual pick mode at top to switch behaviors. → Docs
- Help moved from tab to header ? button. Close button returns to tab screen.
- Bridge + Region Mask tab renamed to Bridge + Region Mask. Reflects both use cases (random strands and manual region isolation) in one name. Behavior and output filenames unchanged.
- Preset row streamlined to one line —
[Preset ▾] [Save] [Delete] [?]. - With above changes, tab structure organized into 6 (MatCap Gloss · Gradient · Bridge + Region Mask · Slot Split · Combiner · Paint).
- Material connection features made optional. Core = making masks. Bridge + Region Mask's Auto-assign after bake (off by default) and Combiner's Pack + Reassign (always shows execution plan first) are assisted features; both undo with one
Ctrl+Z.
Improvements
- Scene view selection standardized across tabs: Ctrl+click / Ctrl+drag paint / Ctrl+Shift+drag box. → Docs
- Scene view editing now supports Ctrl+Z / Ctrl+Y Undo/Redo.
- Save now confirms overwrite (Overwrite / New Name / Cancel).
- Auto re-load on Hierarchy pick + scene hint display.
- Recent Bakes list added to each tab.
Supported environment
Unity 2019.4 LTS ~ 2022.3 · Built-in RP / URP.