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This question was closed Mar 01, 2015 at 01:29 PM by meat5000 for the following reason:

The question is answered, right answer was accepted

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Question by Airide101 · Mar 01, 2015 at 12:17 AM · shadercguv coordinates

TEXCOORD 0 1 2 3 for cg shader scripting?

I was wondering what the differences were between TEXCOORD0 TEXCOORD1 TEXCOORD2 and TEXCOORD3 in cg shader scripting. What exactly is each one used for and when do you use it? Thanks in advance

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Answer by karljj1 · Mar 01, 2015 at 12:17 AM

TEXCOORD0 is the first texture coordinate channel, TEXCOORD1 is the second and so on. Unity currently only supports 2 channels(I think 5.0 may support more).

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avatar image meat5000 ♦ · Mar 01, 2015 at 01:16 AM 1
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I think the amount of supported TEXCOORDs depends on the shader level you are building for.

$$anonymous$$r Telford in the Noob to Pro shader tutorials uses 4 in a dx9 shader.

I originally thought the channels were fixed in function but I notice he interchanges them occasionally without breaking anything.

avatar image karljj1 · Mar 01, 2015 at 01:26 AM 1
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That's strange there seems to be a consensus that 2 is the limit. I know in a unity mesh you can only get to 2 in code. 4 is mentioned for 5 here http://forum.unity3d.com/threads/bindchannels-maximum-two-uv-sets.177669/

avatar image meat5000 ♦ · Mar 01, 2015 at 02:17 AM 2
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That's just the UV sets.

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