The output of the shader should be a gradient when using UV but is currently black.
When I manually edit the vUV value to be vec2(1.0, 0.0); for example, that works, but using the uv attribute does not work.
I’ve tested this on multiple models but cant seem to make it work.
Any help is appreciated.
I know how to make it work but not really sure why.
Just add an albedoTexture to enable the define UV1.
Though the mesh have vertices data on uv channel before I add the texture, but declare “attribute vec2 uv;” by hand not work.
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Because you don’t set any texture on your material, the uv data are not automatically passed to the shader. You should implement a getAttributes method to your plugin to add the “uv” attribute to the list:
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