[HELP] Weird behavior with Plane Mesh UVs

Here is the Mesh and the UVs:

Here is what Unity renders:

I tried the same with a Perfect Square Plane Mesh, like this one:

And it renders as expected:

My intent is to create some sort of beam going upwards and fading out, like the energy gathered on the explosion were to be dissipating. That’s why I wanted to make the plane thinner at top.

quad divide the skewed mesh into 4x4. it needs the extra vertex data to interpolate the UV.

this is a problem of triangulation in 3D CG vs quadrilateral interpolation


Thanks! It fixed it. I would never have thought this could interfere somehow :open_mouth: