1 mesh for 2 uvs, is it even a thing ?

I spent hours trying to make it work. Now, at this point, I’m even doubting unity works this way.

All I’m trying to do, is to have a shader, wich lets me use my second UV for my 3D mesh, and apply a second texture on this same 3D mesh, with a multiply effect on it for instance, to handle a merged effect of those 2 textures.

I already have a shader like this. The problem is, I constantly have nothing displaying on my second UV ( or technically UV1, because in unity, the first UV set is in a slot named UV0 )

I read online that second UV is suppose to be used for lightmap, and that’s why I want to use this process to have my own uv + own texture.

Here a picture for more context

Yes.

One obvious example of using two UVs on one mesh is how Unity handles light-mapping. 3d meshes typically use one set of UVs for texture mapping (according to the shader), but unity also assigns light map texturing coordinates to a second set of UVs. That way each model can have it’s own detailed texture maps, but still be part of a big atlas with much lower texel density.

In fact, Unity provides two additional UV sets (so there are 4 in all). These other two are not often used. You can use all four UV sets for anything you want to, you’d just need to write your own shader that handles them.

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Interesting. I was thinking about this the other day for a possible update to my hair and fur shader, where I can sample the texture from another object and use it to project colour onto my hair (similar to how hair is done in offline renders).