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Jan 23rd, 2020
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  1. for (int i = 0; i < mf.mesh.uv.Length; i += 4)
  2. {
  3. float offsetX = UnityEngine.Random.Range(0, maxTexturesX - 1);
  4. float offsetY = UnityEngine.Random.Range(0, maxTexturesY - 1);
  5.  
  6. newUVs[i] = new Vector2(offsetX * basicUVSizeX, offsetY * basicUVSizeY);
  7. newUVs[i + 1] = new Vector2((offsetX + 1) * basicUVSizeX, offsetY * basicUVSizeY);
  8. newUVs[i + 2] = new Vector2(offsetX * basicUVSizeX, (offsetY + 1) * basicUVSizeY);
  9. newUVs[i + 3] = new Vector2((offsetX + 1) * basicUVSizeX, (offsetY + 1) * basicUVSizeY);
  10. }
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