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if (i % 6 == 0) uv.Add(new float2(Constants.MATERIAL_SIZE * (colorVert % Constants.MATERIAL_FOR_ROW) + Constants.MATERIAL_SIZE - uvOffset, 1 - Constants.MATERIAL_SIZE * Mathf.Floor(colorVert / Constants.MATERIAL_FOR_ROW) - uvOffset)); else if (i % 6 == 1) uv.Add(new float2(Constants.MATERIAL_SIZE * (colorVert % Constants.MATERIAL_FOR_ROW) + Constants.MATERIAL_SIZE - uvOffset, 1 - Constants.MATERIAL_SIZE * Mathf.Floor(colorVert / Constants.MATERIAL_FOR_ROW) - Constants.MATERIAL_SIZE + uvOffset)); else if (i % 6 == 2) uv.Add(new float2(Constants.MATERIAL_SIZE * (colorVert % Constants.MATERIAL_FOR_ROW) + uvOffset, 1 - Constants.MATERIAL_SIZE * Mathf.Floor(colorVert / Constants.MATERIAL_FOR_ROW) - uvOffset)); else if (i % 6 == 3) uv.Add(new float2(Constants.MATERIAL_SIZE * (colorVert % Constants.MATERIAL_FOR_ROW) + Constants.MATERIAL_SIZE - uvOffset, 1 - Constants.MATERIAL_SIZE * Mathf.Floor(colorVert / Constants.MATERIAL_FOR_ROW) - Constants.MATERIAL_SIZE + uvOffset)); else if (i % 6 == 4) uv.Add(new float2(Constants.MATERIAL_SIZE * (colorVert % Constants.MATERIAL_FOR_ROW) + Constants.MATERIAL_SIZE - uvOffset, 1 - Constants.MATERIAL_SIZE * Mathf.Floor(colorVert / Constants.MATERIAL_FOR_ROW) - uvOffset)); else if (i % 6 == 5) uv.Add(new float2(Constants.MATERIAL_SIZE * (colorVert % Constants.MATERIAL_FOR_ROW) + uvOffset, 1 - Constants.MATERIAL_SIZE * Mathf.Floor(colorVert / Constants.MATERIAL_FOR_ROW) - uvOffset));
The text was updated successfully, but these errors were encountered:
After trying and applying the code, I got some results:
Old:
Your version:
I see mainly two differences: Pros: Better pattern in plain surfacces Cons: Incorrect uv mapping in some border/triangles cases
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BuildChunkJob.cs
line 77:
The text was updated successfully, but these errors were encountered: