The texture I am trying to apply to my UITexture is a snap shot taken from Unity's WebCamTexture. When sampling textures from the WebCamTexture, the image is rotated arbitrarily based on the physical camera device. I am trying to simultaneously display 4 different UIImages each with 4 different snap shots taken from 4 different physical camera devices (each with an arbitrarily different rotation).
I tried using UITexture.drawCall.dynamicMaterial to do the necessary setup in a Start method, but kept getting null references on the dynamicMaterial. I also tried instantiating a new material, setting the rotation on it, and then assigning that material to the UITexture. However, the matrix appears to be reset upon assignment (probably when the material gets copied into NGUI's pipeline).
I'm not concerned about increasing the number of draw calls by 1 per snap shot shown. However, I do need some way to rotate each of the snap shots arbitrarily. I managed to get the rotation to work fine with a standard unity plane. If it is impossible to get the rotation working with UITexture, is it possible to put something else in the NGUI hierarchy and get the rotation working on it?