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Troubleshooting

By the end of this page you can walk through the most common symptoms in order to narrow down causes. Same content appears in tool header ? button → FAQ.

I plugged in the mask but don't see the effect​

Check in order. Usually #1.

  1. Check sRGB (Color Texture) is OFF. If on, gamma correction distorts values. → sRGB and import settings
  2. If slot has channel select (R/G/B/A), check it matches the channel where mask data actually lives.
  3. Check the parent toggle that enables this property (lilToon's Rendering Mode, MingToon's ~ Enabled toggle, NiloToon's stacking layer enable, etc.).
  4. Check UV uses the same map as the body texture.

Effect applies backwards​

Shader side Invert toggle is on, or mask was baked black-white reversed.

Flip either one — check shader's Invert toggle first before re-baking. MingToon has it on most properties; not all shaders have it.

Mask edges look like steps​

  1. Increase dilate (outline expand) value. Pushes color past UV edges to hide seams.
  2. Still no? Increase resolution (512 → 1024).
  3. Still no? Suspect UV seam location. If mask edge lands on a seam, no resolution cleans it up.

Compression might be to blame — especially in packed pack textures, channels interfere. → sRGB and import settings

I have multiple materials — where does it apply?​

Each tab operates on the renderer's material slot from Load. Pick the target slot from the Material Slot Picker below the target list. Only that submesh bakes, paints, and previews.

→ Material Slot Picker

Where did the texture I just baked go?​

Press Ping or Open Folder in Recent Bakes list at the bottom of each bake tab.

Preview is stuck on the scene​

Press Stop or close the window — auto-restores. Recompile and play mode toggle also restore.

Preview works by swapping in a duplicate of the material temporarily, so the original never changes.

If the editor crashes before preview cleanup finishes, the mesh might show white (preview material stuck):

  1. Open the Mask Maker window again — it auto-restores.
  2. To restore without opening, use the Recover Preview button at the top of the ? help screen. The Self Test button next to it runs the layer-compositing and preview-equals-bake checks and writes the result to the Console.

Switched tabs but previous tab preview stays​

Normal. Each tab's result sits in a layer stack on one mesh. To hide a specific tab's result without losing it, toggle its checkbox in the Layer row or click Stop on that tab — the layer stays, so turning it back on brings it back unchanged.

→ Layer Stack and Final Bake

Other objects won't select during preview​

This is intentional. While Preview is on, a plain left-click in the scene won't switch to another object. To select a different object, Stop preview or pick from Hierarchy. Alt + drag camera rotation still works.

→ Hotkeys

Can't grab strands in Scene view​

SymptomCheck
Click does nothingAre you holding Ctrl while clicking? Plain click selects Scene objects
Can't grab inner/back strandsTurn on Backface Mode. Hides front so you can grab inside directly
Multiple toggle at onceNormal. Front/back and mirror strands with overlapping UV toggle together; count shows in status bar
Selection empty after LoadSelection clears on Load. Mode switch or preview toggle doesn't clear it

→ Hotkeys

Combiner skipped a texture​

In auto mode, excluded textures show exclusion reason. Check reason; if you need it anyway, press Include.

→ Combiner

Combiner won't auto-scan​

Auto scan turns off when reference materials exceed 50. Press Scan button directly. Large avatars freeze on every selection without this limit.

My shader isn't in Combiner's list​

Built-in profiles are NiloToon · Poiyomi · lilToon only. For other shaders, add via shader profile JSON. Fastest: export template with Export Built-ins then edit.

→ Combiner — Shader Profile

Couldn't save in Paint and closed the window​

Next Load offers auto-saved canvas recovery — Restore / Discard / Cancel.

Auto-save is at <Project>/Library/MaskMakerAutoSave/. Library is cache, so deleting it wipes auto-saves.

→ Settings and presets

Applied Slot Split and want to undo​

Press Ctrl+Z to undo. Apply results support Undo/Redo.

Cancel or failure mid-apply rolls back entirely. Never leaves partially applied state.

After Slot Split, new slot has same material as original​

Default behavior. Change to desired material manually after.

Want separate material per slot (_SplitN.mat)? Turn on Duplicate materials for new slots before apply.

Still can't fix it​

Email studioraming@gmail.com. Include Unity version, render pipeline, shader name, and which tab did what — faster to help.