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public Vector2 textureCoord2;


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, will be returned. If the mesh contains no secondary uv set, the uv of the primary uv set will be returned.

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),; tex.Apply(); } }

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