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Question Accessing stretched and tiled linerenderer UV in one shader

Discussion in 'General Graphics' started by UDesoxi, Sep 20, 2022.

  1. UDesoxi

    UDesoxi

    Joined:
    Jan 6, 2022
    Posts:
    4
    Hey everyone,

    I am currently trying to find a way to access the stretched and tiled UV in a single shader. The issue with either one is, that I need part of a texture to be tiled, whereas the rest can and should be using the stretched UV.

    Of course I experimented with using stretched and applying the tiling myself, but depending on the linerenderer length, this leads to weird scaling of the tiles, which I only can mitigate if I compute the exact length of the line before (which I can not do for performance reasons).

    However I noticed that the tile texture mode of the built in linerenderer does not suffer from this scale issues when the line has different lengths and I don't really understand how the accomplished this.

    Any tips in the right direction would be appreciated.
     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    You can’t - we only send one or the other to the shader depending on the active mode
     
  3. UDesoxi

    UDesoxi

    Joined:
    Jan 6, 2022
    Posts:
    4
    I see, that is unfortunate. However, I found a good workaround using the color gradient of the linerenderer. Thank you @richardkettlewell for the quick response.