Rasagar/Library/PackageCache/com.unity.render-pipelines.high-definition/Documentation~/snippets/shader-properties/emission-inputs/emission-uv-mapping-layered-tessellation.md

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2024-08-26 13:07:20 -07:00
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<td><strong>Emissive Color</strong></td>
<td>Specifies the type of UV mapping to uses for the <strong>Emission Map</strong>.<br />&#8226; Unity manages four UV channels for a vertex: <strong>UV0</strong>, <strong>UV1</strong>, <strong>UV2</strong>, and <strong>UV3</strong>.<br />&#8226; <strong>Planar:</strong> A planar projection from top to bottom.<br />&#8226; <strong>Triplanar</strong>: A planar projection in three directions:<br/>&#9;&#8226; X-axis: Left to right<br/>&#9;&#8226; Y-axis: Top to bottom
<br/>&#9;&#8226; Z-axis: Front to back<br /><br />Unity blends these three projections together to produce the final result.<br />&#8226; <strong>Same as Main Layer</strong>: Unity uses the option selected for <strong>Main Layer > Surface Inputs > Base UV Mapping</strong>. </td>
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