Defines the method the Uv texture coordinates are generated for material texture sampling.
enum class Microsoft::Azure::RemoteRendering::TextureCoordinateGenerationMode : int32_t
Values
Name
Value
Description
Remarks
TextureCoordinateGenerationMode::SourceUv0
0
The Uv coordinates come from the first Uv set of the source mesh and can (optionally) be transformed through a scaling and offset parameter.
TextureCoordinateGenerationMode::SourceUv1
1
The Uv coordinates come from the second Uv set of the source mesh and can (optionally) be transformed through a scaling and offset parameter.
TextureCoordinateGenerationMode::PlanarWorldSpace
2
The Uv coordinates do not come from the source mesh but instead are computed in the shader using the distance of the vertex world space position towards two planes in 3d space. In particular, this mode requires two planes, planeU and planeV, and then the texture coordinates are computed as follows (pseudo-code): u = planeU.DistanceTo(vertexPos), v = planeV.DistanceTo(vertexPos).