public static void TexCoord3 (float x, float y, float z);


Sets current texture coordinate (x,y,z) for all texture units.

In OpenGL this matches glMultiTexCoord for all texture units or glTexCoord when no multi-texturing is available. On other graphics APIs the same functionality is emulated.

The Z component is used only when:
1. You access a cubemap (which you access with a vector coordinate, hence x,y & z).
2. You do "projective texturing", where the X & Y coordinates are divided by Z to get the final coordinate. This would be mostly useful for water reflections and similar things.

This function can only be called between GL.Begin and GL.End functions.

using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { public Material mat; void OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(1); GL.LoadOrtho(); GL.Begin(GL.QUADS); GL.TexCoord3(0, 0, 0); GL.Vertex3(0.25F, 0.25F, 0); GL.TexCoord3(0, 1, 0); GL.Vertex3(0.25F, 0.75F, 0); GL.TexCoord3(1, 1, 0); GL.Vertex3(0.75F, 0.75F, 0); GL.TexCoord3(1, 0, 0); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }