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    Enum TextureUVOrigin

    Represents the origin of UV coordinates for a texture. It represents how Unity stores the content, independent of the active graphics API. The UV coordinate (0,0) in the shader will either sample the bottom left pixel of the image, or the top left pixel (flipped).

    Namespace: UnityEngine.Rendering.RenderGraphModule
    Assembly: Unity.RenderPipelines.Core.Runtime.dll
    Syntax
    public enum TextureUVOrigin

    Fields

    Name Description
    BottomLeft

    The UV coordinate (0,0) in a shader will sample the BOTTOM left texel of the texture. This matched the OpenGL standard, which is also the Unity standard for textures. To ensure this behavior, Unity will store the content for texture upside down (flipped) on modern graphics APIs.

    TopLeft

    The UV coordinate (0,0) in a shader will sample the TOP left texel of the texture. This matches the standard of modern graphics APIs (Vulkan, DX, Metal,...). The actual backbuffer will have a TopLeft orientation when a modern graphics API is active.

    Extension Methods

    AnalyticsUtils.ToNestedColumnWithDefault<TextureUVOrigin>(TextureUVOrigin, TextureUVOrigin, bool)
    AnalyticsUtils.ToNestedColumn<TextureUVOrigin>(TextureUVOrigin, bool)
    AnalyticsUtils.ToNestedColumn<TextureUVOrigin>(TextureUVOrigin, TextureUVOrigin)
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