I have a character that I set up controls to drive the pupil UVs in Maya to grow and shrink. Is there any approach to mirror this functionality in Unity? I cannot use the UV tiling and offsetting as this texture also has the rest of the characters UVs on it? If nothing else, I guess making a separate texture and shader just for this effect would work, right? Just not the most efficient approach.
Yeah I think a separate texture would be the way to go. It’s just a black dot, shouldn’t be too much of a waste.
So I would rather not create a separate texture for that as I need the iris color to grow and shrink too and rather avoid the extra drawcalls.
I did find that you can move UVs around during runtime, but two problems arose with this.
UV order completely changes from Maya to Unity. Is there a way to return the Maya order?
The other is replicating the scale function of maya uvs inside of unity so that the uvs around the pupil grow and shrink evenly.