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UV Tile Discard

This feature lets you discard entire parts of the material depending on the UV tile that those parts are on.

UV space is not limited to a [0;1] square, so we can put UV islands onto other 'tiles'. These tiles are just extensions of the [0;1] square and you can use the integer part of the UV coordinate to determine the UV tile that the UV coordinate is on. UVs have a X and Y coordinate so tiles also have a X and Y coordinate. We'll refer to X as U and Y as V.

  • A UV coordinate of 0.5, 0.5 is on tile 0, 0.
  • A UV coordinate of 1.5, 0.5 is on tile 1, 0.
  • A UV coordinate of 0.5, 2.5 is on tile 0, 2.
  • A UV coordinate of 3.5, 1.5 is on tile 3, 1.

The shader provides 4 rows and 4 columns of checkboxes, each corresponding to a different UV tile.

  • Left to right is the U coordinate which determines the tile column (the X).
  • Top to bottom is the V coordinate which determines the tile row (the Y).
  • The tiles correspond to a 4x4 tile space in the selected UV.
Most meshes have their UVs in the 0,0 tile.

If a checkbox for a tile is turned on, the vertices that are in that UV tile will be hidden.

So you can decide which parts of the mesh are in which UV tile and then use the corresponding UV tile checkboxes here to hide/show those parts of the mesh, which is useful for clothing and such.

Poiyomi Compatibility

UV tile discard is compatible with Poiyomi UV tile discard.

To make this compatible in the backend, instead of storing the UV tile to discard as {u}_{v}, it's stored as {v}_{u}.

Use UV1

By default, UV tile discard uses UV0. By turning 'Use UV1' on, the tile discard will use the UV1 vertex channel instead.