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Spline Mesh UV Path
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| diff --git a/Assets/SplineMesh/Scripts/MeshProcessing/MeshBender.cs b/Assets/SplineMesh/Scripts/MeshProcessing/MeshBender.cs | |
| index bb623b1..dbc6ef9 100644 | |
| --- a/Assets/SplineMesh/Scripts/MeshProcessing/MeshBender.cs | |
| +++ b/Assets/SplineMesh/Scripts/MeshProcessing/MeshBender.cs | |
| @@ -262,6 +262,7 @@ namespace SplineMesh | |
| var uv6 = new List<Vector2>(); | |
| var uv7 = new List<Vector2>(); | |
| var uv8 = new List<Vector2>(); | |
| + float uvStep = 1.0f / repetitionCount; | |
| for (int i = 0; i < repetitionCount; i++) | |
| { | |
| foreach (var index in source.Triangles) | |
| @@ -269,8 +270,16 @@ namespace SplineMesh | |
| triangles.Add(index + source.Vertices.Count * i); | |
| } | |
| uv.AddRange(source.Mesh.uv); | |
| - uv2.AddRange(source.Mesh.uv2); | |
| - uv3.AddRange(source.Mesh.uv3); | |
| + | |
| + //uv2.AddRange(source.Mesh.uv2); | |
| + //uv3.AddRange(source.Mesh.uv3); | |
| + foreach (var _uv in source.Mesh.uv) | |
| + { | |
| + // scaling uv2 and uv3 for baked and realtime lightmaps | |
| + var scaledU = _uv.x * uvStep + i * uvStep; | |
| + uv2.Add(new Vector2(scaledU, _uv.y)); | |
| + uv3.Add(new Vector2(scaledU, _uv.y)); | |
| + } | |
| uv4.AddRange(source.Mesh.uv4); | |
| #if UNITY_2018_2_OR_NEWER | |
| uv5.AddRange(source.Mesh.uv5); | |
| @@ -332,6 +341,10 @@ namespace SplineMesh | |
| uv6, | |
| uv7, | |
| uv8); | |
| + | |
| +#if UNITY_EDITOR | |
| + Unwrapping.GenerateSecondaryUVSet(result); | |
| +#endif | |
| } | |
| private void FillStretch() |
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