Version: 2017.4
public static void TexCoord (Vector3 v);

説明

すべてのテクスチャユニットの現在のテクスチャ座標 (v.x,v.y,v.z) を設定します。

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.

この関数は GL.BeginGL.End 関数の間で呼び出すことができます。

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.Color(new Color(1, 1, 1, 1)); GL.LoadOrtho(); GL.Begin(GL.QUADS); GL.TexCoord(new Vector3(0, 0, 0)); GL.Vertex3(0.25F, 0.25F, 0); GL.TexCoord(new Vector3(0, 1, 0)); GL.Vertex3(0.25F, 0.75F, 0); GL.TexCoord(new Vector3(1, 1, 0)); GL.Vertex3(0.75F, 0.75F, 0); GL.TexCoord(new Vector3(1, 0, 0)); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }