![](https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgTGsv3JXFph0630w2ydnxNoEe-l-Sdr7oNgz8FSVhK89uYi8-57RNwtcouIqpumlij-KKkvkta573roCTkW17G2goiVyq62hrU-v1Sze4U9QFEfoi1m9CdPwXl1ZHfSNfySxaIGlp7Wx4A/s400/uvP.jpg)
create an render layer call uvPass_R
add a new Custom Color pass in render setting and rename call uv
and send the uv pass to uvPass_R render layer
need mib_texture_vector / surfaceShader / writeToColorBuffer
in writeToColorBuffer > Frame Buffer Options > Customer Color Pass set to uv pass
in mib_texture_vector > Parameters > project set uv mode
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