Sadly, that’s not enough. While that works for a simple plane, where the UV mapping to the mesh is continuous and uniform, for more complex shapes, such as the cylinder shown in the last image of my post, that won’t work. Using your suggested method to draw a SphereMask on the correct UV coordinate will cause the center of the SphereMask to appear in the right location, but everything aside from the center would be subject to texture stretching and discontinuous surface mapping (Again, look at the last image of the cylinder).