title: Atlas UV map vs. Local UV map
body: <p>I want glow on my sprites using the UV coordinates, but the problem is, if the sprite originates from an atlas created by Unity's sprite packer, then the UV aren't normalized from 0 to 1, but from and to two arbitrary values. How do I normalize UV data for a single sprite that resides in an atlas? Am I required to parse additional information into the shader or should I already have the necessary information to do this process? The image below describes the situation:</p>
  
  <p><a href="https://i.stack.imgur.com/l4wB2.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/l4wB2.png" alt="enter image description here"></a></p>
  
  <p>The hand to the left is a sprite not from an atlas. The hand on the right is a sprite from an atlas. I want the right hand to look the same as the hand on the left.</p>
  
  <p>I am not that familiar with shaders yet, so I am reliant to using shaderforge. I am using the following shaderforge layout:
  <a href="https://i.stack.imgur.com/Qy2Bb.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/Qy2Bb.png" alt="enter image description here"></a></p>