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Incorrect UV-mapping on a quad

Discussion in 'General Graphics' started by I_Love_Misato, Sep 8, 2020.

  1. I_Love_Misato

    I_Love_Misato

    Joined:
    Jan 14, 2014
    Posts:
    45
    Hi guys! I face a weird problem with rendering a texture of a quad. Here is my texture:


    And this is how it is rendered in the scene with a standard shader:

    As you can see, if you zoom the quad, you can see that the lower pixels of the gradient are rendered at the top of the image as though the uv-mapping is ringed and a little biased. The same effect may be seen the lower edge and, if I had a proper gradient, it may be observed near the side edges too.
    Maybe someone knows how to solve this problem?))
     
    Last edited: Sep 8, 2020
  2. adamgolden

    adamgolden

    Joined:
    Jun 17, 2019
    Posts:
    1,495
    If that's a texture, make sure it's set to clamp (vs. repeat).

    Edit: just noticed you already said it was a texture (bad habit of skimming)

    texture_clamping.jpg
     
  3. I_Love_Misato

    I_Love_Misato

    Joined:
    Jan 14, 2014
    Posts:
    45
    BrandyStarbrite and adamgolden like this.