Texture tiling, evaluated once per particle when it spawns and kept for its life, so its
dynamics can give each point a different value. Only x and y are used.
xis the length of one texture repeat along the ribbon, in world units:u = distance / x.0or a negative value makesu = 0everywhere, so the whole ribbon samples one column of the texture.ysets how much of the texture spans the ribbon's width, centered onv = 0.5:
y |
v span across the ribbon |
|---|---|
0 |
the full texture, 0 to 1 |
| positive | halfWidth / y, so the span follows the ribbon's width in world units |
| negative | the constant -y |