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Question by HonoraryBob · May 05, 2013 at 11:17 AM · uvs

UV values above 1.0

I'm planning to use UV values above 1 as a means of passing extra information to the shader, and I'm wondering whether this would run into any problems - e.g., are UVs clipped by some video cards, or are there other problems that might result? (I wouldn't think so, but you never know...)

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avatar image whydoidoit · May 05, 2013 at 11:20 AM 0
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UV values above 1 usually cause looping in the mapping - depends on the shaders you are using

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Answer by Bunny83 · May 05, 2013 at 11:19 AM

No, uv coordinates are never clipped by any hardware. It's only a texture setting how the texture is sampled. This is entirely controled by the texture's wrapmode unless you use a shader that clamps the coordinates. Since you write your own shader it's up to you to pass the uvs correctly ;).

ps. Unity doesn't use a real texture matrix for the texture offset / scale parameters. There is a function somewhere in the CG-include file that will apply those parameters to the coordinates (this will of course only work when your shader has those parameters ;))

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avatar image Bunny83 · May 05, 2013 at 11:37 AM 1
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Just as a warning: Don't pack too much information into the uv coordinates. The greater the values get the more precision is lost below the floating point. This could result in slightly off uv maps.

avatar image HonoraryBob · May 05, 2013 at 09:54 PM 0
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Thank you for the answers to my question.

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