How do I use the original texcoord from a packed UI sprite?
I'm using texture blending inside a UI image element.
The problem is that if I use two image inputs on a material and apply it to a UI image, I can't use the original texcoord anymore, since the original UV is beeing modified to apply the generated UI mesh into my atlas. The obvious solution here would be to stop using atlas packing, but I can't do that because I'm applying the distortion on multiple elements and it seems really weird that I can't get a simple linear texcoord from a quad.
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