This mapper is used to set the UV mapping for the mesh coming from the branch structure of the tree. Mapping is necessary to get this mesh correctly rendered with a material.
Use Custom Material
Checking this option allows the selection of a custom material to be applied to the branch structure mesh. If this option is not checked then the mapper will create a material from the textures set on them.
Main Texture
The main texture on the material. Is advisable that the texture is marked as readable for the texture atlas creation process when exporting a tree to a prefab.
Normal Texture
The normal texture on the material. This texture should be marked as a normal map to be usable on the material and be readable for the texture atlas creation process when exporting a tree to a prefab.
Mapping X Displacement
The x displacement twists the UV mapping around the branches. This is useful to disrupt visible repeated patterns when using seamless textures or to get interesting effects with the texture.
Mapping Y Displacement
The y displacement squeezes or lengthens the UV mapping along the branches. Both x and y displacement values can be combined to obtain a desired UV mapping on the branch structure mesh.
Is Girth Sensitive
Checking this option turns the UV mapping responsive to branch girth chances along the branch structure mesh.