Hierarchy

  • Texture

Properties

filterMode?: TextureFilterMode

default = FilterMode.Bilinear

offset?: PBVector2

Final uv = offset + (input_uv * tiling) Offset for texture positioning.

src: string
tiling?: PBVector2

Tiling multiplier for texture repetition.

wrapMode?: TextureWrapMode

default = TextureWrapMode.Clamp