# TexCoord2

> The third set of UV coordinates of the vertex.

## Definition

* **Type:** Field
* **Namespace:** [UnityEngine.Rendering](/engine/6000.7/script-reference/unityengine/rendering.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
TexCoord2 = 6
```

### Remarks

This attribute is optional. The attribute is used for texture mapping, as it defines the UV coordinates used to apply textures to a mesh's surface. Unity can use the tertiary UVs to store input data for real-time lightmap UVs.

UV coordinates are commonly represented using the [Vector2](/engine/6000.7/script-reference/unityengine/vector2.md) format, which consists of two 32-bit floating-point values, resulting in 8 bytes per vertex. If [vertex compression](/engine/6000.7/manual/analysis/graphics-performance-profiling/compressing-mesh-data-optimization/configure-vertex-compression.md) is applied to this attribute, each component is compressed to 16-bit floating-point values, reducing the total to 4 bytes per vertex.

This attribute corresponds to the `TEXCOORD2` semantic in the HLSL shading language.

You can access vertex UVs using methods such as [Mesh.GetUVs](/engine/6000.7/script-reference/unityengine/mesh/getuvs.md) and [Mesh.SetUVs](/engine/6000.7/script-reference/unityengine/mesh/setuvs.md).

For more information, refer to [mesh vertex data](/engine/6000.7/manual/assets-and-media/asset-types/mesh/get-started-with-meshes/anatomyofa/vertex-data.md).
