Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


MultiTexCoord(int, Vector3)

Sets current texture coordinate (v.x,v.y,v.z) to the actual texture unit.
Read time 2 minutesLast updated 5 days ago

Definition

  • Type: Method
  • Namespace: UnityEngine
  • Assembly: UnityEngine.CoreModule
public static void MultiTexCoord(int unit, Vector3 v)

Parameters

Remarks

In OpenGL this matches
glMultiTexCoord
for the given texture unit if multi-texturing is available. On other graphics APIs the same functionality is emulated.
The Z component is used only when:
1. You access a cubemap (which you access with a vector coordinate, hence x,y & z).
2. You do "projective texturing", where the X & Y coordinates are divided by Z to get the final coordinate. This would be mostly useful for water reflections and similar things.
This function can only be called between GL.Begin and GL.End functions.

Examples

using UnityEngine;public class Example : MonoBehaviour{ // Changes between two textures assigned to a material // When pressed space Material mat; bool flagTex = true; void Update() { if (Input.GetKeyDown(KeyCode.Space)) { if (flagTex) { flagTex = false; } else { flagTex = true; } } } void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(1); GL.LoadOrtho(); GL.Begin(GL.QUADS); if (flagTex) { GL.MultiTexCoord(0, new Vector3(0, 0, 0)); // main texture } else { GL.MultiTexCoord(1, new Vector3(0, 0, 0)); // second texture } GL.Vertex3(0.25f, 0.25f, 0); if (flagTex) { GL.MultiTexCoord(0, new Vector3(0, 1, 0)); } else { GL.MultiTexCoord(1, new Vector3(0, 1, 0)); } GL.Vertex3(0.25f, 0.75f, 0); if (flagTex) { GL.MultiTexCoord(0, new Vector3(1, 1, 0)); } else { GL.MultiTexCoord(1, new Vector3(1, 1, 0)); } GL.Vertex3(0.75f, 0.75f, 0); if (flagTex) { GL.MultiTexCoord(0, new Vector3(1, 0, 0)); } else { GL.MultiTexCoord(1, new Vector3(1, 0, 0)); } GL.Vertex3(0.75f, 0.25f, 0); GL.End(); GL.PopMatrix(); }}