Version: 2017.4
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RaycastHit.textureCoord2

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public var textureCoord2: Vector2;
public Vector2 textureCoord2;

Description

The secondary uv texture coordinate at the impact point.

This can be used for 3D texture painting or drawing bullet marks. If the collider is not a mesh collider, Vector2.zero will be returned. If the mesh contains no secondary uv set, the uv of the primary uv set will be returned.

Note: A textureCoord2 requires the collider to be a MeshCollider.

// Attach this script to a camera and it will paint black pixels in 3D
// on whatever the user clicks. Make sure the mesh you want to paint
// on has a mesh collider attached.

var cam: Camera;

function Start() { cam = GetComponent.<Camera>(); }

function Update () { // Only when we press the mouse if (!Input.GetMouseButton (0)) return;

// Only if we hit something, do we continue var hit : RaycastHit; if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), hit)) return;

// Just in case, also make sure the collider also has a renderer // material and texture. Also we should ignore primitive colliders. var rend: Renderer = hit.transform.GetComponent.<Renderer>(); var meshCollider = hit.collider as MeshCollider;

if (rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null) return;

// Now draw a pixel where we hit the object var tex : Texture2D = rend.material.mainTexture as Texture2D; var pixelUV : Vector2 = hit.textureCoord2; pixelUV.x *= tex.width; pixelUV.y *= tex.height;

tex.SetPixel(Mathf.FloorToInt(pixelUV.x), Mathf.FloorToInt(pixelUV.y), Color.black);

tex.Apply(); }
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Camera cam; void Start() { cam = GetComponent<Camera>(); } void Update() { if (!Input.GetMouseButton(0)) return; RaycastHit hit; if (!Physics.Raycast(cam.ScreenPointToRay(Input.mousePosition), out hit)) return; Renderer rend = hit.transform.GetComponent<Renderer>(); MeshCollider meshCollider = hit.collider as MeshCollider; if (rend == null || rend.sharedMaterial == null || rend.sharedMaterial.mainTexture == null || meshCollider == null) return; Texture2D tex = rend.material.mainTexture as Texture2D; Vector2 pixelUV = hit.textureCoord2; pixelUV.x *= tex.width; pixelUV.y *= tex.height; tex.SetPixel(Mathf.FloorToInt(pixelUV.x), Mathf.FloorToInt(pixelUV.y), Color.black); tex.Apply(); } }