Help with UVs

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

You don’t say what the strange artifact is, but maybe it’s due to the texture being set to repeat rather than clamp.

–Eric

The artifact appears to be a deformed texture. And yes texture is set to clamp in texture settings.