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Trying to Understand UVs with Procedural Mesh

Recently I created a blue print that generates planes around the user. I used some theories and created geometry for a godray like effect.

Now I am creating my godray material, and it looks…odd. I realized that the UVs/Unwrap must be off, and I have been going down a journey of trying to figure out how creating UVs for Procedural Meshes works. BTW, I did test a the geometry’s UVs with a checkered pattern and they are definitely off. They simply appear as one solid color. I CAN get basic gradients, but I would really like to know how it all works to improve them further.

I did find this video, which shows you different ways of going about it, but doesn’t provide a deeper explanation. At least for me, I couldn’t decipher some parts of it just due to lack of deeper knowledge. Getting Started with Procedural Generation

Does anyone else wonder about this, have any other questions regarding this or most importantly have an understanding of how UVs/Normals work in this instance? I am confused about why you need the X, Y locations to begin with, and really originally thought it was unwrapping the plane to be textured on. Although now I’m unsure.

So I figured this out (a little bit) with some guidance.

Basically the UVs are from 0-1. And it’s like a 2D graph. 1 is the biggest you can really go, and clockwise and counterclockwise matters when setting up your UVs. One way is facing the player, the other is facing the other way. I have no idea about double sided, but I hope this bit of information helps someone else!