static void QuadrantSizeVerts(Vertex[] verts, float overflowPercent)

This will reposition the vertices to work well with quadrant resizing shaders. The mesh should generally be centered around the origin, and face down the -Z axis. This will also overwrite any UV coordinates in the verts.

You can read more about the technique here.

Vertex[] verts A list of vertices to be modified to fit the sizing shader.
float overflowPercent When scaled, should the geometry stick out past the “box” represented by the scale, or edge up against it? A value of 0 will mean the geometry will fit entirely inside the “box”, and a value of 1 means the geometry will start at the boundary of the box and continue outside it.

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