20 lines
1.4 KiB
Markdown
20 lines
1.4 KiB
Markdown
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# Split Texture Transform Node
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## Description
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This node makes it possible to separately output tiling, offset, and texture data for a Texture 2D asset. That enables you to present an asset differently in a specific context—to warp it in a mirror, for example—and put it into the UV without modifying the original asset.
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This node outputs the texture with its tiling set to (0,0) and scale set to (1,1). That activates the shader property [NoScaleOffset](https://docs.unity3d.com/Manual/SL-Properties.html), which enables you to modify **Tiling Offset** values via the Material Inspector.
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Another term you may hear for tiling in this context is scale. Both terms refer to the size of the texture tiles.
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![](images/node-splittexturetransform.PNG)
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### Ports
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| **Name** | **Direction** | **Type** | **Description** |
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|--------------|-----------|-----------|------------------------------------------------------------------------|
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| In | Input | Texture2D | The Texture 2D Node input. |
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| Tiling | Output | Vector 2 | Amount of tiling to apply per channel, set via the Material Inspector. |
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| Offset | Output | Vector 2 | Amount of offset to apply per channel, set via the Material Inspector. |
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| Texture Only | Output | Vector 2 | The input Texture2D, without tiling and offset data. |
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