The '''CircleSegmentShaderMesh''' creates a single quad that covers the bounding box area of a flat torus circle defined by the given values.
== Usage ==
Note: The behavior of this mesh is inherently strange, as many of it's fields are UN-intuitive.
For example, the first or default UV map for each vertex is assigned to the position of the vertex in local space. The second UV map for every vertex regardless of position is assigned to (<code>AngleStart</code>, <code>ArcAngle</code>) and then converted from degrees to radians. The third UV map for every vertex regardless of position is assigned to (<code>RadiusStart</code>, <code>RadiusEnd</code>). Finally the fourth UV map for every vertex regardless of position is assigned to (<code>BorderSize</code>, <code>RoundedCornerRadius</code>)
Circle Segment Shader Mesh component as seen in the Scene Inspector
The CircleSegmentShaderMesh creates a single quad that covers the bounding box area of a flat torus circle defined by the given values.
Note: The behavior of this mesh is inherently strange, as many of it's fields are UN-intuitive.
For example, the first or default UV map for each vertex is assigned to the position of the vertex in local space. The second UV map for every vertex regardless of position is assigned to (AngleStart, ArcAngle) and then converted from degrees to radians. The third UV map for every vertex regardless of position is assigned to (RadiusStart, RadiusEnd). Finally the fourth UV map for every vertex regardless of position is assigned to (BorderSize, RoundedCornerRadius)
If true, integrating this asset (e.g. processing procedural assets) gets higher priority than assets with this flag off. An example is user laser procedural meshes.
the bounding box this component should say it has when OverrideBoundingBox is enabled. Useful for bounding box calculations with Flux, or changing the selection box for this component when rendered.