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