UV provides texture transformation and wrap settings for your material based on UV data. This mode requires the mesh to have a single UV map. Multiple UV sets are also supported, i.e, UV1, UV2.

Setting | Description |
---|---|
Texture Tiling | Controls the scale by which UV texture coordinates are scaled. Higher values result in more tilling. |
Tile U | Controls the amount of horizontal texture tiling. |
Tile V | Controls the amount of vertical texture tiling. |
Offset U | Adjusts the horizontal texture offset. |
Offset V | Adjusts the vertical texture offset. |
Rotation | Rotates the texture. |
Wrap | Sets the type of texture wrapping used for this material. Clamp stretches the texture outside the [0,1] UV bounds, Repeat tiles the texture outside of the UV bounds, and Mirror flips the texture outside the UV bounds |
Anisotropy | Sets the degree of anisotropic filtering applied to this material. Higher values help make textures look sharper and more detailed but may reduce performance. |
Filter | Enables texel filtering for this material. This results in sharp “pixelated” texel borders when disabled. It can be useful for stylized texturing. |