2d Texture size change applied to mesh - unity3d

When changing a 2d texture size to apply over an existing mesh, does it get applied evenly like the previous texture with smaller size or do I need to adjust something in the mesh as well?
Scenario: Extracted assets from an unity game and want to improve texture quality from an existing 2d texture with something I created with a higher resolution.
Thanks

Related

How can I scale the mesh used in DrawMeshInstancedIndirect

The question is pretty straightforward. I'm executing DrawMeshInstancedIndirect using Unity's default quad as the mesh.
I want to know if it's possible to scale this mesh (so I can test the quality of the results with bigger and smaller mesh size) to execute the instancing.

Unity Point-cloud to mesh with texture/color

I have a point-cloud and a rgb texture that fit together from a depth camera. I procedurally created a mesh from a selected part of the point-cloud implementing the quickhull 3D algorithm for mesh creation.
Now, somehow I need to apply the texture that I have to that mesh. Note that there can be multiple selected parts of the point-cloud thus making multiple objects that need the texture. The texture is just a basic 720p file that should be applied to the mesh material.
Basically I have to do this: https://www.andreasjakl.com/capturing-3d-point-cloud-intel-realsense-converting-mesh-meshlab/ but inside Unity. (I'm also using a RealSense camera)
I tried with a decal shader but the result is not precise. The UV map is completely twisted from the creation process, and I'm not sure how to generate a correct one.
UV and the mesh
I only have two ideas but don't really know if they'll work/how to do them.
Try to create a correct UV and then wrap the texture around somehow
Somehow bake colors to vertices and then use vertex colors to create the desired effect.
What other things could I try?
I'm working on quite a similar problem. But in my case I just want to create a complete mesh from the point cloud. Not just a quickhull, because I don't want to lose any depth information.
I'm nearly done with the mesh algorithm (just need to do some optimizations). Quite challenging now is to match the RGB camera's texture with the depth camera sensor's point cloud, because they of course have a different viewport.
Intel RealSense provides an interesting whitepaper about this problem and as far as I know the SDK corrects these different perspectives with uv mapping and provides a red/green uv map stream for your shader.
Maybe the short report can help you out. Here's the link. I'm also very interested in what you are doing. Please keep us up to date.
Regards

Queryable, Dynamic Textures in Unity

I'm building a farming sim, and am trying to simulate soil quality as a part of the simulation. If soil quality is a scalar over the 2d surface of the terrain, it seems to me that I should be able to represent it just as an invisible B/W texture, with each pixel representing the soil quality at a given location.
The soil quality should effect how well plants grow, and should change as a function of time and user input, so I also need to be able to query and change the values of this texture every frame.
Is this something I can do in Unity?
Where should I start trying to implement this?
As for detecting soil quality. If the soil will be part of a terrain object. You should be able to get a working solution if you detect the texture type used at a given position as per the guide in this link: https://gamedevbeginner.com/terrain-footsteps-in-unity-how-to-detect-different-textures/
You can then try "paint" the terrain texture values as per the guide in this link, to reflect updating soil quality: https://answers.unity.com/questions/1743422/paint-terrain-texture-on-runtime.html

Fix material with no texture?

I made a new diffused material for grass in unity5 when applied it to a somrthing small in size it has all the details of the texture grass image but when applied the same material to a much larger objects only solid color is visible with no details of the texture.
refer the down given image.
both the cube and the floor has same material.
MaterialSetting
Increase the tiling. The image will stretch to be 1 x 1 on a huge object the way you have it in your image. The higher the tile count the more the image will be repeated across the object.
Be aware the x and y values may be different to one another depending on the dimensions of the gameobject it is attached to.

draw texture on 4 vertices plane

i have a standard plane created with unity and replaced its mesh filter (that had 121 tri, 202 vertices) with a mesh filter made in blender that has 2 tri/4 vertices.
if i set the material up with a texture, i get only a very small portion of the texture drawn on the plane. How can i draw the full texture on the new plane?
You need to adjust your UV mapping so that the 4 vertices cover the whole image. Take a look at the this demo file especially at the UV scene layout.
If a texture shows that way it means either the UVs of the imported model are wrong or the texture tilling or offset in the material are wrong.
Instead of importing a mesh for such simple shape you can create one procedurally in code like this: https://github.com/doukasd/Unity-Components/blob/master/ProceduralPlane/Assets/Scripts/Procedural/ProceduralPlane.cs