using UnityEngine; using UnityEngine.UI; public class UVRemapper : BaseMeshEffect { public Vector2 uvMin = new Vector2(0, 0); public Vector2 uvMax = new Vector2(1, 1); public override void ModifyMesh(VertexHelper vh) { UIVertex vertex = new UIVertex(); for (int i = 0; i < vh.currentVertCount; i++) { vh.PopulateUIVertex(ref vertex, i); switch (i % 4) { case 0: vertex.uv0 = uvMin; break; case 1: vertex.uv0 = new Vector2(uvMin.x, uvMax.y); break; case 2: vertex.uv0 = uvMax; break; case 3: vertex.uv0 = new Vector2(uvMax.x, uvMin.y); break; } vh.SetUIVertex(vertex, i); } } }