From 4e2422becccc311349325fe436f10326b7210c73 Mon Sep 17 00:00:00 2001 From: yum Date: Sat, 10 Aug 2024 02:09:15 -0700 Subject: Decals can now use a secondary UV channel This lets you efficiently create a shit ton of tattoos using a single texture. It also lets you place them over seamlines. Just create a secondary UV map in blender and export as FBX. The shader will pick up this secondary channel and use it, if instructed to do so in the decals UI. --- Editor/tooner.cs | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'Editor') diff --git a/Editor/tooner.cs b/Editor/tooner.cs index 76aaffc..3673e8c 100644 --- a/Editor/tooner.cs +++ b/Editor/tooner.cs @@ -341,8 +341,7 @@ public class ToonerGUI : ShaderGUI { bc = FindProperty($"_Decal{i}_UV_Select"); editor.RangeProperty( bc, - "UV"); - + "UV channel"); } EditorGUI.indentLevel -= 1; -- cgit v1.2.3