Slot Split
By the end of this page you'll know how to click strands to move them into a different material slot, create a new mesh, and swap it into the scene.
Creates: A mesh asset, not a mask. Use this when different parts need completely different shaders.
The Split / Merge toggle at the top switches between two directions. Split exports strands to another slot, and Merge combines multiple slots back into one submesh.
When masks won't work
Masks control effect strength within one material. But "this part only with transparent shader," "this part only with emission material" — when the shader itself must differ, masks can't handle it. Instead, you split the mesh into submesh units.
Procedure
- Select object → Load — instantly colored by current slot layout (see legend top left)
- Specify target slot by clicking a row in the scene legend or mesh card
- In scene view,
Ctrl+ click strands to move — selected strands show in target slot color - If you moved wrong, Reset Moves or Reset Structure to undo
- Review Apply Plan card for per-mesh save paths and badges
- Apply — confirm dialog, save new mesh assets, swap scene SkinnedMeshRenderer
Preview auto-restarts after apply.
Add and delete slots
| Button | Does |
|---|---|
| + Add Slot | Create new slot and auto-set as target |
| × | Delete slot and merge into slot above |
A [Structure Changed] badge appears when structure changes.
Refresh
Refresh re-reads only the currently loaded mesh, regardless of Hierarchy selection. You can click another object in the scene, then come back — your target won't change.
Two kinds of reset
| Button | Reverts |
|---|---|
| Reset Moves | Strand moves only. Slot adds/deletes stay |
| Reset Structure | Slot adds/deletes back to Load time |
Apply Plan
The card above Apply shows what will happen before you commit.
| Badge | Meaning |
|---|---|
| Create new | Makes new mesh asset file |
| Unique path | Same name exists; creates with different name |
| Overwrite | Previously Mask Maker-made output updated keeping GUID |
Only outputs with matching Mask Maker ownership mark and original GUID/local ID keep their GUID on update. External files · unmarked files · files with different origins are never overwritten.
GUID preservation means prefab and animation references don't break.
Abort or failure rolls back everything. No partial-apply state remains.
Duplicate materials for new slots
By default, new slots get the same material as the original slot — you manually swap to your material after apply.
With Duplicate materials for new slots on, each new slot gets its own material (_SplitN.mat). You can immediately change values.
What's preserved
| Data | Status |
|---|---|
| Blend shapes | Preserved |
| Bone weights | Preserved |
| UV (all channels) | Preserved |
| Normal · Tangent | Preserved |
| Submesh assignment | Only this changes |
| GUID | Kept when updating owned output |
| Undo/Redo | Supported |
Merge Mode
The reverse of Split. Combine multiple slots back into one submesh — when you realize you didn't need to split, or to reduce draw calls.
Procedure
- At the top, pick Merge
- Select object → Load
- Pick 2 or more slots to merge — slot card checkboxes (base map thumbnails visible) or
Ctrl+ click in scene view - Choose Keep Material. The merged submesh will use this material; the rest leave only the renderer (material assets are not deleted). Default is the first-picked slot
- Merge — the confirm dialog shows a summary (
Slots N→M, Triangle count)
The selection count displays as {picked} / {total} slots selected (need 2 or more).
Warnings don't block execution
Warnings appear in two cases but don't prevent running — there are intentional use cases.
| Warning | Meaning |
|---|---|
| Base maps differ | After merge, only the kept material's texture is used |
| Selected slots' UV areas overlap | On one texture they'll share the same region |
What gets saved and how to undo
| Item | Behavior |
|---|---|
| New mesh | Saved as *_merged.asset next to the original (scene-only meshes prompt for save location) |
| Original asset | Unchanged |
| Renderer | Swapped to new mesh; merged slots removed from material array |
| Other renderers using same mesh | Rebind together — never a partial update |
Ctrl+Z | Mesh and material array revert together |
If you abort or fail mid-apply, the whole thing rolls back — no partial state.
If you've moved strands or added/deleted slots in Split mode without Apply, you can't use Merge. Apply them first, or use Reset Moves / Reset Structure to clean up.
Scene view operation (Merge mode)
| Operation | Result |
|---|---|
Ctrl + click | Select / deselect that slot |
Ctrl+Z / Ctrl+Y | Undo / Redo |
The Keep Material slot is picked from the panel, not the scene. Selected slot cards get a keep badge.
Scene view operation (Split mode)
| Operation | Result |
|---|---|
Ctrl + click | Move strand to target slot / undo |
Ctrl + drag | Toggle passing strands |
Ctrl+Shift + drag | Box add-select |
Ctrl+Shift+Alt + drag | Box deselect |
| Plain click | Select scene objects normally |
Ctrl+Z / Ctrl+Y | Undo / Redo |
For inner and backface strands, turn on Backface Mode.
→ Hotkeys