### UV Mapping Some [TextMesh Pro shaders](Shders.md) allow you to apply one or more image textures to text. These options control how those textures stretch to fit the text. ![Example image](../images/TMP_Object_UVMapping.png) You can also edit shader-specific texturing options in the shaders themselves. The available options depend on the shader you use. When texturing text, make sure that your texture assets have their **Wrap Mode** set to **Repeat**. Otherwise the texture is likely to be heavily distorted when applied to the text. See the [Render Texture documentation](https://docs.unity3d.com/Manual/class-RenderTexture.html) in the Unity Manual for more information. |Property:||Function:| |---------|-|---------| |**Horizontal Mapping**||Specify how textures map to text horizontally when you use a shader that supports textures.| ||Character|Stretches the texture horizontally across each character's sprite.| ||Line|Stretches the texture horizontally across the entire width of each line.| ||Paragraph|Stretches the texture horizontally across the entire text.| ||Match Aspect|Scales the texture horizontally so it maintains its aspect ratio, and is not deformed.

When you use this horizontal mapping mode, the **Vertical Mapping** setting determines how the texture is mapped to the text, and must be set to something other than **Match Aspect**.| |**Vertical Mapping**||Specify how textures map to text vertically when you use a shader that supports textures.| ||Character|Stretches the texture vertically across each character's sprite.| ||Line|Stretches the texture vertically across the entire width of each line.| ||Paragraph|Stretches the texture vertically across the entire text.| ||Match Aspect|Scales the texture vertically so it maintains its aspect ratio, and is not deformed.

When you use this vertical mapping mode, the **Horizontal Mapping** setting determines how the texture is mapped to the text, and must be set to something other than **Match Aspect**.| |**Line Offset**||When Horizontal Mapping is set to Line, **Paragraph**, or **Match Aspect**, set this value to add a horizontal texture offset to each successive line.

This value is added to the **Offset X** value you specify in the shader.|