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Any way to set the ZW part of a dynamic mesh's UVs?
Unity lets you set the Vector2 UV's for each vertex for a mesh (Mesh.uv). However in shaders the UVs are passed in as float4's, where the xy components are the UV coordinates you give and the zw components are (I think) tiling information from the material. The tiling information is useless for my purposes, but it sure would be nice to be able to repurpose that data. Anyone found a clever way to set these values?
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