I posted another thread here: Mudbox-style multiple UV tiles question! - Unity Engine - Unity Discussions and have since spent the entire day trying to get my head around CG but can’t seem to get the thing to work. I thought I would post it here since this is the shader section, which I missed before. While I seem to have figured out how to do a whole lot of other things, and some more after buying and playing around with ShaderForge I still cannot seem to figure out how to solve my problem.
Could someone please give me a hand with this? I am not sure how to apply the sampled textures from my 4 images to their respective UV quadrants. Loading the texture or even loading all four is easy, but I can’t get them to follow the UVs unless the UVs are on the same quadrant (which, of course, causes terrible blur effects on the building). I am really sorry to ask for this, but with all the searching and reading I’ve done today I feel no closer to the solution.
To avoid having to click the link above, the problem is that I have 4 UV tiles from a large building model I have painted in Mudbox. Having the texture on one 4096 is not an option due to the detail needed, so instead mudbox spits out 4 4096 tiles as seen on the UV space below.
amusingly if I turn off clamp, and let it sit on Repeat, the 2nd texture (tile1) lines up correctly (with artifacts). This is probably just a fluke but …
How would I apply a UV offset like in 3dsmax’ Coordinates rollout? The Offset in the rollout in Unity doesn’t seem to do much in regards to this?
Here’s a screen from the slate editor in max to show what I mean. Ignore the black maps and the yellow lines. I painted parts of the house in happy colors to see how the maps lined up and max shows black when the map is offset but renders OK. The offset of 1,1 here would put the tile in the UV space from U1V1 to U2V2.