The Mesh UV projection uses the mesh's UV coordinates to map the texture to the surface. It has a single UV Set parameter used to determine which UV set to extract (if the mesh has multiple UV sets). This is the default behavior for all textures, so in many cases, it's unnecessary to use a Projection node when mapping a texture based on UVs.


This projection applies a spherical mapping for Environment textures and IES light distributions. For more rotational control over the projection, use the Spherical projection.