It's based on [BlendMeshVertices], but instead of blending from one mesh to an other it blends from the mesh to its UV coordinates.
While testing it on [CylinderMesh] it helped to see that all its UV islands were not inside the UV map area then I managed to edit CylinderMesh.CS in order to fix this.
It's based on [BlendMeshVertices], but instead of blending from one mesh to an other it blends from the mesh to its UV coordinates.
While testing it on [CylinderMesh] it helped to see that all its UV islands were not inside the UV map area then I managed to edit CylinderMesh.CS in order to fix this.
This video describes a use case and shows [CylinderMesh] UV map: https://github.com/tooll3/t3/assets/3755089/31855c9c-d570-4bc7-aa9d-45a8fcf5a825
Here is the corrected UV map for [CylinderMesh]![CynlinderMeshUVs](https://github.com/tooll3/t3/assets/3755089/352d2cf5-b02d-49a0-a028-640b7580d17a)