- VMesh - array of resulting VMeshes
Whether to calculate UV values
If enabled, the volume is split into chunks. Split Length defines the length in world units after which a new chunk is being created.
Enable to flip normals of the resulting VMeshes.
Click to add an additional material mapping.
The Material ID to which the following parameters map
Whether to swap U and V
If enabled, each Sample Group with matching Material ID have it's U ranging from 0 to 1 instead of using the “global” range going over the whole cross shape.
Options to keep texel size proportional:
- Off - No Aspect correction is applied
- ScaleU - U is scaled to keep texel size proportional
- ScaleV - V is scaled to keep texel size proportional
Offsets UV, like default Unity material settings
Scales UV, like default Unity material settings
The Unity material to use
Click to remove this material mapping