UV-coordinate discussion of mesh properties in Unity

Source: Internet
Author: User

Http://blog.sina.com.cn/s/blog_427cf00b0102vp0j.html

Before the game, also used mapping coordinates, when we talked about, whether it is tiled (Tiling) or offset (offset), we refer to the base is the original picture, Tiling with offset,tiling responsible for interception, Offset is responsible for the movement, The final implementation of any part of the interception map, but this method of drawing shapes are squares, unable to implement any map

And the following methods to be discussed and the above method will be very different from the angle of UV coordinates to discuss, so as to achieve how to paste the effect of how to paste;
The Meshfilter component has a mesh property, and the mesh property has a UV property that directly controls which part of the map is displayed and how the map is displayed

Each item in the UV and vertices each item is one by one corresponding?

In unity, UV coordinates are divided into two major steps
1. The standard of reference is the picture that unity has just imported, i.e. the original
2. The lower left corner of the original image UV coordinates (0,0), the original image of the upper right corner of the UV coordinate positioning (a)?, the original image of any other position in proportion will have a UV coordinate, such as the original image of the upper left corner of the UV coordinate positioning (0,1), the lower right corner of the original image of the UV coordinates The center of the original (diagonal intersection) position is (0.5,0.5), and so on?

Again, each item in the UV and vertices in each of the items is one by one corresponding?, unity in the map, each point in the UV and vertices in the corresponding index of the vertex one by one association, so that the map can be any shape display
???

Xuhaitao01 xuhaitao02

FR: Xu Haitao (Hunk Xu)

UV-coordinate discussion of mesh properties in Unity

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