UnityGame/Library/PackageCache/com.unity.shadergraph/Samples~/FeatureExamples/Prefabs/UV Projection.prefab

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interiors as seen through windows where no interior mesh exists. The effect
can be used to make very simple exterior building meshes appear to have complex
interiors and is much cheaper than actually modeling interiors.
'
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from the front, side, and top. It\u2019s useful when you want to apply a
texture but the model doesn\u2019t have good UV coordinates, or when the
UVs are laid out for something else. It\u2019s also useful when you want
to project the same texture or material on many objects in close proximity
and have the projection be continuous across them.\n\nUse the dropdown in
the material to select different methods of triplanar projection."
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onto a surface. This effect is often called a Mat Cap - or material capture,
because you can represent the properties of a material - like reflections
or subsurface scattering - in the way the texture is created. You can tell
that a texture is a sphere map (or MatCap) because it looks a bit like a
picture of a chrome ball. Sphere maps are the cheapest form of reflection
- both in texture memory and in the low cost of math. But they\u2019re not
accurate because they always face the camera.\r"
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sequence. The frames are arranged in a grid pattern on a texture map. Shader
Graph has a built-in node that generates the UVs required to jump from one
frame to the next. In this example, we show how to use the Flipbook node
to create an animated effect.\n\nIn the material, switch \"FlipMode\" from
Flip to Blend to see how it looks to blend between the frames instead of
flipping.\r"
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value: UV coordinates are used to translate the 3d surface area of models into
2d space that can be used to apply texture maps. This section contains a
set of examples for creating, manipulating, and applying UV coordinates to
achieve many different types of effects.
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in a texture. It\u2019s achieved by warping the texture coordinates along
a specific flow direction over time in two separate phases. When the warping
of the first phase becomes too severe, we blend to the second phase which
is not yet warped and then warp that while removing the warping from the
first phase while it is not displayed. We can blend back and forth between
the two phases over and over to create the illusion of motion."
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value: "There are many techniques that attempt to add more detail to the shape
of a surface than is actually represented in the geometry of the surface.
The Parallax Mapping example demonstrates three of these examples.\n\nYou
can select which example to display with the Bump Type dropdown box in the
material.\r"
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value: "The Lat Long Projection example demonstrates the math required to use
a texture map in the Latitude Longitude format. Many high dynamic range
environment images are stored in this format so it\u2019s useful to know
how to use this type of image. You can tell an image is in LatLong format
because it has a 2 to 1 aspect ratio and usually has the horizon running
through the middle."
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