One of the ways we can use texture atlases is through modifying the UVs on the object. Let's do that now:
- Create a Material and name it M_TextureAtlas. Double-click on it to enter the Material Editor.
- From the editor, create a texture sample by holding down the T key and then clicking to the left of the M_TextureAtlas result node. Connect the top pin to the Base Color pin.
- With the Texture Sample node selected, go to the Details tab and set the Texture property to something that also has a normal map. As mentioned, I used the flipbook texture from the Engine Content/Functions/Engine_MaterialFunctions02/ExampleContent/Textures folder.
To make it easier to see our cropping, we can change the preview display to show a flat ...