Volume Mesh
Slots
Input
- Volume
Output
- VMesh[] - array of resulting VMeshes
Reference
General
Generate UV
Whether to calculate UV values
Split
If enabled, the volume is split into chunks. Split Length defines the length in world units after which a new chunk is being created.
This is useful for faster lightmap calculation and Unity optimizations like Culling
Reverse Normals
Enable to flip normals of the resulting VMeshes.
Add Material
Click to add an additional material mapping.
Materials
Materials defined here are mapped to Material ID's stored in the Volume (see Shape Extrusion and Generator Options). One material is mandatory, additional materials are optional.
Material ID
The Material ID to which the following parameters map
Swap UV
Whether to swap U and V
Keep Aspect
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
UV Offset
Offsets UV, like default Unity material settings
UV Scale
Scales UV, like default Unity material settings
Material
The Unity material to use
Remove
Click to remove this material mapping