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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...)
UV values above 1 usually cause looping in the mapping - depends on the shaders you are using
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 ;))
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.
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