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Question by tdavies · Apr 14, 2018 at 04:03 AM · shadersspritesspriterendereruv coordinates

Sprite Renderer with multiple textures and UVs

I have a SpriteRender that is using a shader to overlay images from multiple textures into one sprite. This is working fine, but I would like to offset the textures by setting the uvs corresponding to TEXCOORD0, 1, 2, and 3. However, I see that the sprite class has a "uv" property, but no "uv2" etc. (the Mesh class does have these properties available). Is it possible to achieve this somehow? I can offset manually in the pixel shader but I think that this will break dynamic batching if I don't use a TEXCOORD property (I may be wrong in this assumption).

My other alternative is to use a MeshRenderer with a quad, but this makes sorting against the other sprites in my scene tricky.

Any ideas / alternative ways that I can achieve this? Thanks.

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avatar image tdavies · Apr 14, 2018 at 04:05 AM 0
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Using a quad + meshrenderer may actually be the way to go, I think that the sorting won't be too bad using layers, but I'm still curious if this is doable using a spriterenderer.

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