


This can be very useful when creating organic Meshes, such as terrain objects.įor Materials containing Textures, you can use ProBuilder's texture mapping tools to fine-tune the appearance. The Smoothing Groups tool smooths the seams on portions of your Meshes and leaves others sharper. Note: For more in-depth information on these concepts and the relationship between rendering and GameObjects in Unity, see Materials, Shaders & Textures in the Unity User Manual. This mapping tells Unity exactly how and where to project the image on the Mesh. Texture mapping is the list of 2D UV coordinates mapped to their 3D vertex counterparts on the surface in three dimensions (x,y,z). UV coordinates (also sometimes called texture coordinates) are references to specific locations on the image. These are basically 2D fold-outs of the actual 3D Mesh, as if you peeled back the skin of an object and laid it out flat, like the image below. The Mesh stores the texture mapping data as UVs. Unity projects these images on the surfaces of your Mesh to achieve a more realistic result. Some Materials use Textures, which are bitmap images (for example, Unity can import BMP, JPEG, PNG, and most standard 2-dimensional image formats). For example, you might decide to use tiles on the floor, brick on some walls, and stone on others. This allows you to provide more realistic-looking surfaces during game play or while grey-boxing. ProBuilder allows you to apply a Material to the entire Mesh, or just on selected faces.

You can apply Materials to make your floor look like it's made of tile, wood, stone, or anything else that you want. Shaders perform a set of calculations that tell Unity how to render (draw) your Meshes based on properties specific to that Shader. In Unity, Materials allow you to specify which Shader to use on a Mesh.
