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  "contentMarkdown": "# SkinnedMeshRenderer的uv4存储问题\n\n> [!note] 我的 UWA 问答\n> 本文收录我在 UWA 问答发表的公开回答。问题内容归原提问者；回答保留当时语境，技术结论可能受 Unity 版本、平台和项目条件限制。\n\n## 问题\n\n因为我们的模型使用了tangent来做法线贴图的处理，normal和tangent都被占用了，想在uv4上存储自定义的信息发现SkinnedMeshRenderer上的mesh无法正确设置color, uv4的信息，有办法再uv4上存储正确的信息吗？为什么存储的信息会有多种的解压方式？压缩uv4数据的原理和依据是什么？\n\n- 提问者：一直有点困的仓鼠\n- 提问时间：2021-09-07 01:53:10\n\n## 我的回答\n\n看到一篇跟Mesh压缩有关的文章，不知跟这个问题有没有关系：https://www.cnblogs.com/murongxiaopifu/p/10447076.html\n\n还是不太清楚问题的情景是什么，有没有Demo哈\n\n- 回答时间：2021-09-09 18:58:22\n- 最后更新：2021-09-09 18:59:12\n- 采纳状态：未采纳\n\n## 来源与关系\n\n- 上位集合：[[10-计算机、信息技术与工程/05-游戏图形与运行时/我的UWA问答/我的UWA问答|我的 UWA 问答]]\n- UWA 标签：动画模块\n- 原始问题：[SkinnedMeshRenderer的uv4存储问题](https://answer.uwa4d.com/question/6135e5068f8c83424197a3ae)\n- 源页最后更新：2021-09-09 18:58:22\n"
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