2 UV sets on one object, Maya creation-Unity import

Hi !
The following situation:
I have a landscape created in Maya with a UV-mapped texture that is pretty detailed.
Now I want to have a second UV set on the object that is for displaying a repeating grass layer on the landscape.
I´ve managed to export the object with 2 UV sets but the useage in Unity is rather new to me.

How can I tell unity to use a specific UV set for a specific texture on the object ?
So to sum it up:
-I have 1 UV set on the object that displays a rather big and detailed texture for the complete landscape.

  • I want to have a second UV set that is simply using a small 256x256 texture at some places on the landscape to form the grass.
  • My object needs to have 2 UV sets and I need to be able to choose the appropriate UV set for the according texture.

How can I do such ?
Thx.

Found the answer myself. :?

It’s a good idea to post the answer, even if you find it yourself. That way, people searching the forum will be able to find it.

I know, but seriously I got a little discouraged when I found out that the answer was in the community-wiki and noone even was able to point me into that direction…while I was spending 2 days to find a solution.

Decal2UVs:
http://www.unifycommunity.com/wiki/index.php?title=Decal2UVs

Shader " Decal (2 UV sets)" {

Properties {
    _Color ("Main Color", Color) = (1,1,1,1)
    _SpecColor ("Spec Color", Color) = (1,1,1,1)
    _Emission ("Emmisive Color", Color) = (0,0,0,0)
    _Shininess ("Shininess", Range (0.01, 1)) = 0.7
    _MainTex ("Base (RGB)", 2D) = "white" {}
    _DecalTex ("Decal (RGBA)", 2D) = "black" {}
}

SubShader {
    Material {
        Diffuse [_Color]
        Ambient [_Color]
        Shininess [_Shininess]
        Specular [_SpecColor]
        Emission [_Emission]
    }
    Pass {
        BindChannels {
            Bind "Vertex", vertex
            Bind "normal", normal
            Bind "texcoord", texcoord0 // main uses 1st uv
            Bind "texcoord1", texcoord1 // decal uses 2nd uv
        }
        Lighting On
        SeperateSpecular On
        SetTexture [_MainTex] {combine texture}
        SetTexture [_DecalTex] {combine texture lerp (texture) previous}
        SetTexture [_MainTex] {combine previous * primary DOUBLE, previous * constant constantColor [_Color]}
    }
}

Fallback " VertexLit", 1

}

Struggling on now…
Need to modify the shader to have an additional bumpmaplayer on the second UV set.
Things are hard if you´re new to Unity and never programmed shaders before.
Anyone got an idea ?