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- for (int i = 0; i < mf.mesh.uv.Length; i += 4)
- {
- float offsetX = UnityEngine.Random.Range(0, maxTexturesX - 1);
- float offsetY = UnityEngine.Random.Range(0, maxTexturesY - 1);
- newUVs[i] = new Vector2(offsetX * basicUVSizeX, offsetY * basicUVSizeY);
- newUVs[i + 1] = new Vector2((offsetX + 1) * basicUVSizeX, offsetY * basicUVSizeY);
- newUVs[i + 2] = new Vector2(offsetX * basicUVSizeX, (offsetY + 1) * basicUVSizeY);
- newUVs[i + 3] = new Vector2((offsetX + 1) * basicUVSizeX, (offsetY + 1) * basicUVSizeY);
- }
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