Hello!
I have a problem with uv mapping. I want to change uv based on X value. Plan is to set uv which is beyond certain value to bottom left texture coordinates. This would in theory result in hidding texture from left or right direction. The effect happens. But… I get a strange artifact on the side which i cannot get rid of.
Vector2[] uvs = _mesh.uv;
for(int i=0; i<uvs.Length; i++)
{
if(_mesh.vertices[i].x > _currentUVPosition.x-0.1f)
{
uvs[i] = new Vector2(0,0);
}
}
//
_mesh.uv = uvs;
Is there any other way to show hide part of the texture?
Thanx in advance,
Nirvo