Hey all,
I am trying to set up a shader that blends a wall over a floor texture. The floor textures have tiled UVs that are irregular, and the wall needs to be within the 0-1 UV square. In 3dsmax, I would normally achieve this through setting UV set 1 for floor textures, and blend over the UV set 2 for wall.
So far I cannot find any definitive answers to the following in the unity documentation.
1: How many UV channels can Unity use.
2: Which one the lightmapping uses.
3: How many FBX import.
4: In Shaderforge, it seems UV0 and UV1 are valid names. In Max, it’s UV1 and UV2 for parity. Maya, however, doesn’t number them but uses names. Unfortunately I have to use Maya for this project, so how do I export something to get a UV0, or UV2- do I have to name it specifically- if so what? ‘Uv0’ doesn’t seem to work. Is FBX just making an assumption that the second set is the other channel. Does that mean I cannot use lightmaps?
It would be really good to have a section in the manual that talks about uvsets/uvchannels and locks a workflow down for us.
Thanks for your help folks.