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Using object-space coordinate as uv, handle vertical faces

Discussion in 'Shaders' started by bitinn, May 28, 2020.

  1. bitinn


    Aug 20, 2016
    So here is something I am trying to do:

    - Given any object, a Cube for example,
    - Take it's object-space xz as uv coordinate, pass from vertex to fragment,
    - Sample a tiling texture in fragment.

    This works really well for the top face, but not so much for the vertical faces.

    - What I want to do, is to project all these vertical faces (vertices), to as-if they are on the same plane as the top face, so that the UV is continuous, but aligned to the top face.


    - I want to do it in the vertex shader, any tips on how can I make it happen?
    - I can probably hack to make it work on a cube, but how about any primitive shape?