
Paint UV masks directly in Unity’s Scene view—brush, erase, smooth, fill, channels, PNG export.Works with all pipelines.UV Mask PainterPaint crisp UV masks in the Scene view. Includes an Editor Tool with Paint/Erase/Smooth/Fill, per-channel R/G/B/A, and one-click PNG export. Create Mask Assets in seconds (R/RG/RGBA, linear/sRGB toggle, default values) and paint on any mesh with a MeshCollider. Editor-only; perfect for material blending, decals, wetness/snow/damage, and more.Key featuresIn-scene painting: Start/Stop from the Mask Painter window.Brush: Radius/Strength/Hardness; Ctrl+Wheel radius, Shift+Wheel strength; Q/E size; 1–4 = tools.Channels: Target R/G/B/A; Clear/Invert per channel.Mask assets: Set size/channels/linear-sRGB/defaults; auto formats R8 / RG16 / RGBA32.Live preview: Occlusion-aware rings; shows radius/strength/hardness.Performance: CPU dirty-region uploads (~30 Hz).Export: From the window or MaskAsset inspector to PNG.Typical usesMaterial blending (snow/wetness/dirt), decals/wear, detail/reveal/height/edge effects—assign the resulting Texture2D to any shader in Built-in/URP/HDRP.Workflow (3 steps)Add MeshCollider + MaskPaintable to the target mesh.Create Mask Asset, pick size/channels/defaults, assign on MaskPaintable.Open Mask Painter Window, choose Tool/Channel/Brush, Start Painting; export PNG anytime.What’s includedWindows: Mask Painter Window, Create Mask Asset (with preview & PNG export).MaskPainterTool (EditorTool with live preview & shortcuts).Components/inspectors: MaskPaintable, MaskAsset (preview/extract).Requirements & limitsMeshCollider required (uses RaycastHit.textureCoord). Editor-only.Valid UVs.No per-stroke Undo yet (Undo for actions like Clear/Invert).Menus & shortcutsTools → Mask Painter → Mask Painter Window / Create Mask Asset.Ctrl+Wheel radius, Shift+Wheel strength, Q/E size, 1–4 tools.KaynaklarEditor-only workflowMaskAsset (ScriptableObject): stores resolution, channel layout (R, RG, RGBA), linear/sRGB flag, default channel values, and the generated Texture2D sub-asset. Includes helper to keep the texture persisted.Texture formats & importFormats auto-select by channel count: R → R8, RG → RG16, RGBA → RGBA32.Painting tool (Scene view)Tools: Paint, Erase, Smooth, Fill; select via the window or 1–4 keys. Q/E adjusts size; Ctrl+Wheel radius; Shift+Wheel strength.World-space brush with UV-aware footprint. The tool computes a local surface frame (dP/du, dP/dv) per hit triangle to map world radius to tight UV boundsCPU painting writes to a cached Color32 buffer; dirty rectangles are uploaded to the texture at ~30 Hz.Pipeline compatibilityEditor-side authoring that outputs a standard Texture2D; assign the mask to any shader/material graph in Built-in/URP/HDRP as needed. (No render-pipeline code in the tool; usage is material-side.)