Version: 2022.3
LanguageEnglish
  • C#

Mesh.GetUVs

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public void GetUVs(int channel, List<Vector2> uvs);

Declaration

public void GetUVs(int channel, List<Vector3> uvs);

Declaration

public void GetUVs(int channel, List<Vector4> uvs);

Parameters

channel The UV channel, in [0..7] range.
uvs A list to populate with the UVs.

Description

Gets the texture coordinates (UVs) stored in a given channel.

Gets the UVs as a List of either Vector2, Vector3, or Vector4. 2 dimensional (Vector2) data is the most common use case, but 3 or 4 dimensional data is sometimes used for special shader effects.

Unity stores UVs in 0-1 space. [0,0] represents the bottom-left corner of the texture, and [1,1] represents the top-right. Values are not clamped; you can use values below 0 and above 1 if needed.

A channel value of 0 corresponds to the channel that is commonly called "UV0", and maps to the shader semantic `TEXCOORD0`. A channel value of 1 returns the channel that is commonly called "UV1", and maps to the shader semantic `TEXCOORD1`. This continues up to and including a channel value of 7.

By default, Unity uses the first channel (UV0) to store UVs for regular textures such as diffuse maps and specular maps. Unity can use the second channel (UV1) to store baked lightmap UVs, and the third channel (UV2) to store input data for real-time lightmap UVs. For more information on lightmap UVs and how Unity uses these channels, Lightmap UVs.

Note: You can also access UV data using uv for UV0, uv2 for UV1, uv3 for UV2, and so on up to uv8. However, this older way of working is not recommended; the properties are less user-friendly than this function and SetUVs, and they also cause heap allocations.

Additional resources: uv, SetUVs, AcquireReadOnlyMeshData.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961