DopeBiscuit Posted April 12, 2017 Share Posted April 12, 2017 Hello guys, I was wondering if there is a way to keep using a mesh's UV map after changing it's material. My game currently uses a cell shader, so I have been giving meshes ShaderMaterials and then calling ShaderMaterial.setTexture() to give it the same texture as before. This successfully applies the cell shader and texture, but the UV map is lost in the process so the texture no longer lines up. I've looked through the mesh, material, submaterials, and texture's attributes and all i can find are u/v offset, scale, and Ang (which are 0, 1, 0 respectively), but in the .babylon file for the model I see an attribute caled "uvs" which I'm assuming is what I need to copy. Thanks in advance! Quote Link to comment Share on other sites More sharing options...
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