forked from BilalY/Rasagar
22 lines
2.2 KiB
Markdown
22 lines
2.2 KiB
Markdown
### UV Mapping
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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.
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![Example image](../images/TMP_Object_UVMapping.png)
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You can also edit shader-specific texturing options in the shaders themselves. The available options depend on the shader you use.
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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.
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|Property:||Function:|
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|---------|-|---------|
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|**Horizontal Mapping**||Specify how textures map to text horizontally when you use a shader that supports textures.|
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||Character|Stretches the texture horizontally across each character's sprite.|
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||Line|Stretches the texture horizontally across the entire width of each line.|
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||Paragraph|Stretches the texture horizontally across the entire text.|
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||Match Aspect|Scales the texture horizontally so it maintains its aspect ratio, and is not deformed. <br/><br/> 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**.|
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|**Vertical Mapping**||Specify how textures map to text vertically when you use a shader that supports textures.|
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||Character|Stretches the texture vertically across each character's sprite.|
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||Line|Stretches the texture vertically across the entire width of each line.|
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||Paragraph|Stretches the texture vertically across the entire text.|
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||Match Aspect|Scales the texture vertically so it maintains its aspect ratio, and is not deformed. <br/><br/> 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**.|
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|**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. <br/><br/> This value is added to the **Offset X** value you specify in the shader.| |