Sphere texture displayed badly at default sphere object

My texture refuse to work without correct Mesh Filter and I dont understand why.

I have created sphere model of an eye with configured uv mapping for texture(in blender)
On the first screenshot you can see how this fbx model displayed at the scene, texture mapping is correct

But when I try to apply same material for default sphere object with default ‘Sphere’ as mesh filter value I get next result:

As you can see mapping is broken(and size of the object significantly increased for some reason)

I will be glad to recieve any advices to how resolve my issue

The spheres are UV mapped differently. If you want to use the Unity sphere then you may be able to adjust the tiling on the eye’s material. Try setting the X value to 2.

You’ll also need to set the texture’s ‘Wrap Mode’ to Clamp and possibly enable ‘Border Mip Maps’.

Im not sure this is what I searched for, looks like Im creating new uv mapping for texture, instead of using existing one
Screenshot 2024-10-02 at 09.19.28

On the photo above left ball is what I get after following your instructions and the right one is what I get dragging fbx file into the scene

You may also want to look up shaders that handle spherical texture mapping.

I dont know such shaders, can you list some? I have tried Standard, Standard-specular and one of autodesk, they didnt work

I just copied this shader graph solution when I recently needed spherical mapping: unity - How can I map a texture around a sphere without a seam? - Game Development Stack Exchange

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