拼接后的纹理: 正常的草地(不进行WRAP寻址): WRAP = 5时的情况: MinFilter = Linear时的情况: shader实现: sampler2D atlasTexture; float4 texRect; //(left, top, width, height) of uv float2 invSize; //(1/width, 1/height) float4 uvRange; //(left, top, right, bottom) of uv float4 ps_main( float2 tex : TEXCOORD0 ) : COLOR { // convert original uv to atlas uv's unit tex *= texRect.zw; float2 uv = tex - te