Choose whether the U coordinate of the line texture is tiled or stretched.
Stretching will cause the texture to be mapped once along the entire length of the line, whereas Tiling will cause the texture to be repeated at a rate of once per world unit. To set the tiling rate, use Material.SetTextureScale.
using UnityEngine; using System.Collections; using UnityEditor;
public class ExampleClass : MonoBehaviour { public LineTextureMode textureMode = LineTextureMode.Stretch; public float tileAmount = 1.0f; private LineRenderer lr;
void Start() { lr = GetComponent<LineRenderer>(); lr.material = AssetDatabase.GetBuiltinExtraResource<Material>("Default-Particle.mat");
// Set some positions Vector3[] positions = new Vector3[3]; positions[0] = new Vector3(-2.0f, -1.0f, 0.0f); positions[1] = new Vector3(0.0f, -0.5f, 0.0f); positions[2] = new Vector3(2.0f, -1.0f, 0.0f); lr.positionCount = positions.Length; lr.SetPositions(positions); }
void Update() { lr.textureMode = textureMode; lr.material.SetTextureScale("_MainTex", new Vector2(tileAmount, 1.0f)); }
void OnGUI() { textureMode = GUI.Toggle(new Rect(25, 25, 200, 30), textureMode == LineTextureMode.Tile, "Tiled") ? LineTextureMode.Tile : LineTextureMode.Stretch;
if (textureMode == LineTextureMode.Tile) { GUI.Label(new Rect(25, 60, 200, 30), "Tile Amount"); tileAmount = GUI.HorizontalSlider(new Rect(125, 65, 200, 30), tileAmount, 0.1f, 4.0f); } } }
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