Skip to main content

Vertex Filter - By UV Tile

Vertex Filter - By UV Tile

Vertex Filter - By UV Tile 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 whether their UV coordinates fall within a specified rectangular region.

When should I use it?​

Vertex Filter - By UV Tile is useful when you want to select specific regions of a mesh based on texture space coordinates. Common use cases include:

  • Selecting individual tiles on a UV tile / UDIM texture layout
  • Removing portions of a mesh that occupy a specific area of the UV map
  • Selecting visible areas of a mesh when combined with other vertex filters in intersect mode

When shouldn't I use it?​

If your UV coordinates repeat (for example, mirrored UVs on the left and right side of a mesh), a By UV Tile filter will select both the left and right regions simultaneously. In this case, consider using By Axis to distinguish between the two sides.

Setting up Vertex Filter - By UV Tile​

Vertex Filter - By UV Tile 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 UV Tile component manually.

Configuration​

For each UV coordinate (U and V), you can set lower and upper bounds to define the rectangular selection region. Each bound has three controls:

  • Enable toggle — enables or disables the bound. Disabled bounds are ignored, letting you filter on only U, only V, or both axes.
  • Operator — selects whether the bound is strict (<) or inclusive (<=). A strict bound excludes vertices exactly on the boundary value; an inclusive bound includes them.
  • Value — the coordinate value of the bound.

The left bound acts as a minimum (vertices with U below this value are excluded), and the right bound acts as a maximum (vertices with U above this value are excluded).

FieldDescription
UV ChannelThe UV set to use (0–7). Defaults to channel 0 (the first UV set).
Selection ModeControls how vertex selection translates to primitive (triangle) selection. See below.
InvertWhen checked, selects vertices outside the specified rectangle instead of inside.

Selection Modes​

The Selection Mode field controls how the filter decides whether a triangle (or other primitive) is selected:

  • Any Vertex — the primitive is selected if at least one of its vertices falls within the defined UV rectangle.
  • All Vertices — the primitive is selected only if all of its vertices fall within the rectangle.
  • Centroid — the primitive is selected based on the UV coordinate at its center. This is the most predictable mode for UV-based filtering and works well for tile-based selections.

How it works​

The filter examines the UV coordinates of each vertex (or centroid, depending on the selection mode). When all bounds are enabled, a vertex is inside the rectangle if:

UMin < U < UMax and VMin < V < VMax (all operators set to strict `<`)
UMin ≤ U ≤ UMax and VMin ≤ V ≤ VMax (all operators set to inclusive `≤`)

The same formula applies when mixing strict and inclusive bounds — the inequality at each bound is determined by its individual operator.

When you check Invert, the selection is flipped: vertices outside the rectangle are selected instead.

UV Channel support​

If your mesh has multiple UV channels, you can use the UV Channel field to select which UV set the filter operates on. The default channel 0 corresponds to the main texture coordinates.