UV transform that maps a mesh's [0, 1] UVs into its sub-rect of the atlas. atlasUV = vUV * (uScale, vScale) + (uOffset, vOffset).

For untextured meshes the renderer writes the SENTINEL_TRANSFORM (scale = 0), which collapses every fragment to a single pre-stamped white texel.

interface AtlasTransform {
    uOffset: number;
    uScale: number;
    vOffset: number;
    vScale: number;
}

Properties

uOffset: number
uScale: number
vOffset: number
vScale: number