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Question by Syndias · Oct 19, 2015 at 07:30 AM · shaderstexture2doffset

texture offset causes stretching

Problem:

This is my texture: alt text

When I use the offset parameter in the material under the texture, I get a weird stretched look like this: alt text

Shader is the default unlit unity shader:

 Shader "Unlit/Minimap"
 {
     Properties
     {
         _MainTex ("Texture", 2D) = "white" {}
     }
     SubShader
     {
         Tags { "RenderType"="Opaque" }
         LOD 100
 
         Pass
         {
             CGPROGRAM
             #pragma vertex vert
             #pragma fragment frag
             // make fog work
             #pragma multi_compile_fog
             
             #include "UnityCG.cginc"
 
             struct appdata
             {
                 float4 vertex : POSITION;
                 float2 uv : TEXCOORD0;
             };
 
             struct v2f
             {
                 float2 uv : TEXCOORD0;
                 UNITY_FOG_COORDS(1)
                 float4 vertex : SV_POSITION;
             };
 
             sampler2D _MainTex;
             float4 _MainTex_ST;
             
             v2f vert (appdata v)
             {
                 v2f o;
                 o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
                 o.uv = TRANSFORM_TEX(v.uv, _MainTex);
                 UNITY_TRANSFER_FOG(o,o.vertex);
                 return o;
             }
             
             fixed4 frag (v2f i) : SV_Target
             {
                 // sample the texture
                 fixed4 col = tex2D(_MainTex, i.uv);
                 // apply fog
                 UNITY_APPLY_FOG(i.fogCoord, col);                
                 return col;
             }
             ENDCG
         }
     }
 }
 

Question: How do I use stretching in a shader? I thought using the TRANSFORM_TEX macro should prevent this?

no-offset.png (56.4 kB)
offset.png (35.5 kB)
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Answer by Syndias · Oct 19, 2015 at 07:37 AM

Of course...

I was searching for an answer for about a full day before posting it here. And 2 minutes later I came up with the answer...

The wrapMode of the Texture2D should be set to TextureWrapMode.Repeat.

I'll let this question here, in case someone else has the same dumb issue.

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Answer by sasan1360 · Nov 17, 2015 at 10:36 PM

Thankkkkkk you So muuuuuuch...U Save My Life

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Answer by Llourn · Dec 04, 2017 at 03:41 AM

Thank you kindly. Saved me a lot of time. :)

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Answer by hahahasky · May 27, 2020 at 02:53 AM

thank you so much!alt text


class-textureimporter.png (53.6 kB)
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Answer by zhao_KK · Aug 23, 2020 at 03:07 PM

thank you so much! This still helped me 5 years later!

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