GL.TexCoord2
static function TexCoord2(x: float, y: float): void;
static void TexCoord2(float x, float y);
static def TexCoord2(x as float, y as float) as void
Description

Sets current texture coordinate (x,y) for all texture units.

In OpenGL this matches glMultiTexCoord for all texture units or glTexCoord when no multi-texturing is available. On other graphics APIs the same functionality is emulated.

This function can only be called between GL.Begin and GL.End functions.
	// Draws a Quad in the middle of the screen and
	// Adds the material's Texture to it.

var mat : Material; function OnPostRender() { if (!mat) { Debug.LogError("Please Assign a material on the inspector"); return; } GL.PushMatrix(); mat.SetPass(1); GL.LoadOrtho(); GL.Begin(GL.QUADS); GL.TexCoord2(0,0); GL.Vertex3(0.25,0.25,0); GL.TexCoord2(0,1); GL.Vertex3(0.25,0.75,0); GL.TexCoord2(1,1); GL.Vertex3(0.75,0.75,0); GL.TexCoord2(1,0); GL.Vertex3(0.75,0.25,0); GL.End(); GL.PopMatrix(); }
using UnityEngine;
using System.Collections;

public class Example : MonoBehaviour {
    public Material mat;
    void OnPostRender() {
        if (!mat) {
            Debug.LogError("Please Assign a material on the inspector");
            return;
        }
        GL.PushMatrix();
        mat.SetPass(1);
        GL.LoadOrtho();
        GL.Begin(GL.QUADS);
        GL.TexCoord2(0, 0);
        GL.Vertex3(0.25F, 0.25F, 0);
        GL.TexCoord2(0, 1);
        GL.Vertex3(0.25F, 0.75F, 0);
        GL.TexCoord2(1, 1);
        GL.Vertex3(0.75F, 0.75F, 0);
        GL.TexCoord2(1, 0);
        GL.Vertex3(0.75F, 0.25F, 0);
        GL.End();
        GL.PopMatrix();
    }
}
import UnityEngine
import System.Collections

public class Example(MonoBehaviour):

	public mat as Material

	def OnPostRender() as void:
		if not mat:
			Debug.LogError('Please Assign a material on the inspector')
			return
		GL.PushMatrix()
		mat.SetPass(1)
		GL.LoadOrtho()
		GL.Begin(GL.QUADS)
		GL.TexCoord2(0, 0)
		GL.Vertex3(0.25F, 0.25F, 0)
		GL.TexCoord2(0, 1)
		GL.Vertex3(0.25F, 0.75F, 0)
		GL.TexCoord2(1, 1)
		GL.Vertex3(0.75F, 0.75F, 0)
		GL.TexCoord2(1, 0)
		GL.Vertex3(0.75F, 0.25F, 0)
		GL.End()
		GL.PopMatrix()