Hierarchy

  • Texture

Properties

filterMode?: TextureFilterMode

default = FilterMode.Bilinear

offset?: PBVector2

Final uv = offset + (input_uv * tiling)

src: string
tiling?: PBVector2

default = Vector2.One; Tiling multiplier for texture repetition, only works for the texture property in PbrMaterial or UnlitMaterial.

wrapMode?: TextureWrapMode

default = TextureWrapMode.Clamp