Based on this question (LINK)
Shader "Unlit/WorldspaceTiling"
{
Properties
{
_MainTex ("Texture", 2D) = "white" {}
}
SubShader
{
Tags { "RenderType"="Opaque" }
LOD 100
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata
{
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
};
struct v2f
{
float2 uv : TEXCOORD0;
float4 vertex : SV_POSITION;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata v)
{
v2f o;
o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
// Gets the xy position of the vertex in worldspace.
float2 worldXY = mul(_Object2World, v.vertex).xy;
// Use the worldspace coords instead of the mesh's UVs.
o.uv = TRANSFORM_TEX(worldXY, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target
{
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}
So this has these two issues:
- a) If the object moves through worldspace (eg. a moving platform), the texture will appear to crawl along it.
- b) Rotating the object won't rotate the texture, so it will tile across it diagonally.
How is this code supposed to be to fix these two problems?
EDIT:
This is what I'm trying to achieve over all:
I have no idea if my current method is good or bad, but its basically:
- Use a flat mesh created in blender with UVs unwrapped. They're all basically a bunch of quads with UVs having literally the shape same as the mesh itself.
- Attach a material to each mesh in Unity with a particular texture.
- Resize, rotate and align mesh into correct size and position.
- Use as physics object in a 2D sideview game. May have additional meshes attached to it as non-interactive decorations, but otherwise using the same method to build them.