Hi To All.
My Question Is:
what is position as uv1?
this component is in component>UI>Effect>Position As UV1
By Thanks
Myunitydream
Hi To All.
My Question Is:
what is position as uv1?
this component is in component>UI>Effect>Position As UV1
By Thanks
Myunitydream
only one answer please…
hi…
hi…
It passes the canvas position through to the first UV channel. This can be used for things like refraction or UV offset sampling in a custom shader.
Please give me an answer with image or video.
I am not understanding
What is UV Channel?
By Thanks
Google UV channel, its a graphics thing. You could also download the UI example project from the asset store and look as some of the example scenes as some use the UV channel
Hopefully some day someone gives a real answer, because these answers are terrible. Please give an example and not technical jargon.
Hi
I hope exactly any things for this question.
Thanks.
What is the question? What are UVs?
I can’t understand about the component.
What’s this component [Position as UV1] ?
https://docs.unity3d.com/Manual/script-PositionAsUV1.html
"
Position as UV1
This adds a simple Position as UV1 effect to text and image graphics.
"
What 's “simple Position”, How can I use this component?
Thanks.
As said above in this thread, this is what it does:
Also here is the source:
https://github.com/tenpn/unity3d-ui/blob/master/UnityEngine.UI/UI/Core/VertexModifiers/PositionAsUV1.cs
I feel it to be the component what don’t be usually use without custom component.
Thanks for your help.
Ok, god. Only now with seeing the code does it make any sense whatsoever.
It saves the vertex Position in Worldspace as the UV data! So as an element moves, the UV data would shift.
Why couldn’t someone just say that.
Further to ceebeee’s answer, I presume that since it is taking input from UIVertex instances, that it is actually the position in screen space, not world space.
Maybe this part of this book is useful:
They have said just these lines:
From The Book: “The Position as UV1 component allows you to change the UV channel that the canvas renders on. This is used if you want to create custom shaders that utilized baked light maps.”
Sadly, custom shaders are a pretty heavy topic and go past the scope of this text."
Just bumped into this as I might have a use for it but can’t find the difference between just using the Vertex Position and the copy of Position sent to UV1.
At least on Overlay Canvases that is.