Hi guys,
I am a unity n00b, but i believe i have a solid 3d background.
I’ve tried importing a mesh that has two UV channels, but I fail at figuring out if it works at all. I have made a, what i thought would be, a simple lightmap shader using Strumpy editor, the same way i would make it in shaderFX in max.
There is a node that seems to sample 2 uv channels from a mesh, but plugging it into the right slot doesn’t do anything.
Can anyone point me in the right direction? Google didn’t yield much results. I figure i’m probably not even creating the shader right, but i would love to find something simple that shows two textures with different uvs being multiplied.
After trying with obj, fbx, 3ds i finally linked the actual max scene, and got the second channel to load. At least i know now that the shader is working.
When you import your mesh (e.g. as default fbx) have a look at the import settings. In the lower right corner you should see the preview window with information displayed what type of UVs are available, next to triangle and vertex count. If the fbx does not show uv2, you probably did something wrong on export.
I personally am constantly unwrapping my mesh for texture use, then use a second uv channel for lightmapping as I don’t want Unity to handle that, since my meshes are getting quite large from time to time (sculpted terrain).
So question is, what do you see in the importer?
Hi,
Thanks for the reply. It took me a minute to figure out what you’re talking about 
I now magically see the second uv channel even in my fbx. This time i was testing with a new scene, and i left a UV modifier for each channel in max before export (before i would collapse it). It could be doing the trick… even though it doesn’t make much sense.