void Cube(Block block)
    {
        Vector2 texturePos = block.isSelected ? tSelected : BlockTypes.get(block.type).uvBase.vec2;

        chunkMesh.triangles.Add(faceCount * 4);     //1
        chunkMesh.triangles.Add(faceCount * 4 + 1); //2
        chunkMesh.triangles.Add(faceCount * 4 + 2); //3
        chunkMesh.triangles.Add(faceCount * 4);     //1
        chunkMesh.triangles.Add(faceCount * 4 + 2); //3
        chunkMesh.triangles.Add(faceCount * 4 + 3); //4

        chunkMesh.uvs.Add(new Vector2(tUnit * texturePos.x + tUnit, tUnit * texturePos.y));
        chunkMesh.uvs.Add(new Vector2(tUnit * texturePos.x + tUnit, tUnit * texturePos.y + tUnit));
        chunkMesh.uvs.Add(new Vector2(tUnit * texturePos.x, tUnit * texturePos.y + tUnit));
        chunkMesh.uvs.Add(new Vector2(tUnit * texturePos.x, tUnit * texturePos.y));

        faceCount++;
    }