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Question by Knighto · Oct 30, 2016 at 04:19 PM · shadermeshshader programminguv mappingtexture map

How to correct texture mapping on arbitrary quadrilaterals ?

Hello ! I'd like to apply a texture on an arbitrary 4 vertices mesh to get this kind of result:

beuah instead of: that's better!

I found some interesting posts on the forum providing a Shader that seems to work well with trapezoids but not that good with other arbitrary quadrilaterals. ( Right there -> https://forum.unity3d.com/threads/correcting-affine-texture-mapping-for-trapezoids.151283/ )

Here are the results using this shader script. I'm not sure if it's actually possible to edit the code to reduce this distortion. I also found this article talking about an openGL solution but not being familiar with these concepts nor with Shader programming, I have no clue how to connect the dots.

I would appreciate any thoughts, recommendations on a way to do this (preferably using shaders or gpu calculation, to be as time-efficiently as possible).

Thanks a lot !

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Answer by Piranha771 · Aug 28, 2018 at 02:01 PM

If you found this question by Google, this link leads to the solution:

http://www.reedbeta.com/blog/quadrilateral-interpolation-part-1/

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Answer by Knighto · Jan 09, 2017 at 11:23 PM

I couldn't find any solution... Do you have any idea ?

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