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Question by hss · Mar 12, 2012 at 07:56 AM · procedural meshsurface shaderuvs

Surface Shader Ignoring Mesh UVs

I am using the Mesh object to procedurally create meshes but my very simple Surface Shader is ignoring my UVs that I set using mesh.uv via script. My mesh's UVs are correctly created to tile the texture, but the shader ignores the UVs and stretches the texture over the entire mesh.

Do I need to take any extra steps to get the shader to properly use the UVs in the Mesh object?

 Shader "example/UVs" {
 Properties {
   _MainTex ("Texture", 2D) = "white" {}
  
 }
 SubShader {
   Tags { "RenderType" = "Opaque" }
   CGPROGRAM
   #pragma surface surf Lambert
   struct Input {
       float2 uv_MainTex;
       
   };
   
   sampler2D _MainTex;
   
   void surf (Input IN, inout SurfaceOutput o) {
   
       o.Albedo = tex2D (_MainTex, IN.uv_MainTex).rgb;
       
   }
   ENDCG
 } 
 Fallback "Diffuse"

}

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