When you use Image Effects and anti-aliasing, the resulting source Texture for an Image Effect is not flipped to match the OpenGL-like platform convention. More info See in Glossary where you need to take action to ensure that the different coordinate conventions do not create problems in your project. Image Effects and rendering in UV space are two common cases in the Shaders A program that runs on the GPU. This makes the conventions match between platforms, with the OpenGL-like platform convention the standard. When rendering into a Texture on a Direct3D-like platform, Unity internally flips rendering upside down. Then you can use the Render Texture in a Material just like a regular Texture. To use them, first create a new Render Texture and designate one of your Cameras to render into it. This difference tends not to have any effect on your project, other than when rendering into a Render Texture A special type of Texture that is created and updated at runtime. OpenGL-like: The coordinate is 0 at the bottom and increases upward.This applies to Direct3D, Metal and consoles. Direct3D-like: The coordinate is 0 at the top and increases downward. ![]() Vertical Texture coordinate conventions differ between two types of platforms: Direct3D-like and OpenGL-like. These situations, and the actions you need to take if they occur, are listed below. Most of the time the Unity Editor hides the differences, but there are some situations where the Editor cannot do this for you. In some cases, there are differences in how graphics rendering behaves between different graphics APIs.
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