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Question by Autonoma · Mar 28, 2016 at 03:02 PM · shaderstexturesshader programmingtextureing

Wrapping a mesh with a texture - ignoring UV mapping??

I want to enable my players to wrap textures around vehicles. Things like stripes, flames, patterns, etc.. The issue I am having is that all of the vehicles obviously have their own UV mapping. So to get these "wraps" to work I would have to create many different versions of each one.

What I'm looking for is a way to wrap a simple texture around the meshes so that it can be shared between them. For example, if I could get it to work, I would just have 1 stripe texture that players could apply to any car.

Can anyone point me in the right direction on how to do this? I currently have a working decal system but it's mainly useful for applying smaller details and not doing the whole vehicle.

Thanks!

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avatar image Cherno · Mar 28, 2016 at 03:27 PM 0
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You can use multiple UV channels. For example, the Standard Shader accepts a detail texture that can use the UV2 channel. UV channels can be set up via code or in your 3d modelling application.

avatar image Autonoma Cherno · Mar 28, 2016 at 04:40 PM 0
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The blank UV can be setup within the shader code?

avatar image Cherno Autonoma · Mar 28, 2016 at 05:29 PM 0
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I don't know what you mean. Blank UV? Shader code?

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avatar image Autonoma · Mar 29, 2016 at 11:55 AM 0
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@Cherno - you said "UV channels can be setup via code" - I didn't know which code you were talking about.. C# script or the shader code. I know you can do it in the C#.

I can get one texture to overlay onto another, that's no problem. The problem only comes when I want to start sharing those overlays between meshes with different UV maps (i.e. two different cars). When I do that the texture no longer wraps smoothly around the mesh (because the door portion, hood, etc... of the meshes may be mapped different in the differing meshes).

Basically what I want is a way to "wrap" the texture around the mesh just like you would in real life with a large sheet of vinyl.

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