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Question by TreasureMap · Jun 02, 2014 at 05:14 AM · rotationtextureoffsetmatrixcoordinate

How do I take matrix values intended for Material.SetMatrix and apply them to Material.SetTextureOffset ?

I have a script that performs various operations (scroll, rotate, stretch etc) on a texture using matrix calculations and the function Material.SetMatrix.

However due to performance issues with Material.SetMatrix, I have been requested to use Material.SetTextureOffset instead.

I want to ask: Is there a general way to take the values in my calulcated matrix, apply them to a 2D vector and pass the 2D vector to Material.SetTextureOffset ?

Some of my calculations require matrix math (like "stretch") and I would like to be able to keep the calculations. I have no idea how to do some of the calcs without matrices.

Any advice or suggestions welcome.

Example Rotation Code:

 Vector2 rotationCenter = new Vector2 (0.5f, 0.5f);
 float rotValue = (some value changed over time)
 rotation = Quaternion.Euler (0f, 0f, rotValue);
 scale = Vector3.one;
 Matrix4x4 m = Matrix4x4.TRS ( Vector3.zero, rotation, scale );
 Matrix4x4 t = Matrix4x4.TRS (-rotationCenter, Quaternion.identity, scale);
 Matrix4x4 t_inverse = Matrix4x4.TRS (rotationCenter, Quaternion.identity, scale);
 tex_matrix = t_inverse * m * t;
 
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