Version: 2018.1
public static void MultiTexCoord3 (int unit, float x, float y, float z);

説明

実際のテクスチャ unit に現在のテクスチャ座標 (x, y, z) を設定します。

In OpenGL this matches glMultiTexCoord for the given texture unit if 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; private bool flagTex = true; void Update() { if (Input.GetKeyDown(KeyCode.Space)) if (flagTex) flagTex = false; else flagTex = true; } 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); if (flagTex) GL.MultiTexCoord3(0, 0, 0, 0); else GL.MultiTexCoord3(1, 0, 0, 0); GL.Vertex3(0.25F, 0.25F, 0); if (flagTex) GL.MultiTexCoord3(0, 0, 1, 0); else GL.MultiTexCoord3(1, 0, 1, 0); GL.Vertex3(0.25F, 0.75F, 0); if (flagTex) GL.MultiTexCoord3(0, 1, 1, 0); else GL.MultiTexCoord3(1, 1, 1, 0); GL.Vertex3(0.75F, 0.75F, 0); if (flagTex) GL.MultiTexCoord3(0, 1, 0, 0); else GL.MultiTexCoord3(1, 1, 0, 0); GL.Vertex3(0.75F, 0.25F, 0); GL.End(); GL.PopMatrix(); } }