Vertex Filter - By Mask
Vertex Filter - By Mask
is a Vertex Filter component which, in combination with Mesh Cutter, allows you to
select portions of a mesh to delete or hide, based on a mask texture.
Setting up Vertex Filter - By Mask
Vertex Filter - By Mask
must be attached to a GameObject with a Mesh Cutter component. You can add it by
clicking
the "Add Vertex Filter" button on the Mesh Cutter component, or by adding a Vertex Filter - By Mask
component
manually.
Once you've added the component, ensure that the Target Renderer field on the Mesh Cutter component is set to the object
you want
to modify. Then, select the Material Slot
you want to delete polygons from.
A single Vertex Filter - By Mask component can only select polygons from a single material slot. If you want to delete polygons from multiple material slots, you can create multiple Game Objects, each with their own Mesh Cutter and Vertex Filter.
Once you've selected the material slot, you can set the Mask
texture. You can either place a premade texture here, or
if you have the Mask Texture Editor extension installed, click the
Edit
button to create or edit a mask texture directly in the Unity editor.
Finally, the Delete Mode
field can be used to select between deleting white or black areas in the mask.