/// <summary>
/// <para>Will insert per-triangle uv2 in mesh and handle vertex splitting etc.</para>
/// </summary>
/// <param name="src"></param>
/// <param name="triUV"></param>
public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV)
{
int num = InternalMeshUtil.CalcTriangleCount(src);
int length = triUV.Length;
if (length != 3 * num)
{
Debug.LogError((object)("mesh contains " + (object)num + " triangles but " + (object)length + " uvs are provided"));
}
else
{
MeshUtility.SetPerTriangleUV2NoCheck(src, triUV);
}
}