Hello. I was wondering how to generate uvs that are flat across an object. That is, I have a decal that is generated around the objects that are within it, but the uvs are relative to the rotation of the projector. I was wondering how to generate the uvs so that it ignored the rotation and simply generated them as if the decal was a simple plane. Thanks in advance!
Edit:
Sorry for any confusion. First of all, ‘projector’ was a poor choice of words, I did not mean the projector component in unity. I am in fact using a modified version of the Bootcamp Decal system, if that clears up any conjecture. That decal system uses the local positive Z to define the direction of the decal. But lets say for a second that we have a cube. if the cube is at a rotation of (0, 0, 0), and the decal is facing down, the decal is projected on the top face of the cube. If, however, I was to, say, move the decal so that part of it’s bounds is outside of the cube. Now, some of the decal is generated on the side face of the cube. But the uvs of the Side face of the cube are wrong, they are stretched out infinitely. I want it so that the uvs are mapped so that the texture simply drops onto the decal mesh as if it where a flat, 2D plane.