Ligtmapping on a repeating texture environment

Whats up guys,

This is a fairly easy question, and I feel like I’m just one missing a key step along the process.

I’m an experienced Max user, and I’ve dealt with object light mapping a lot, when the texture is one compact UVW map.

My question is about the technique to light map a repeating texture environment…If you tried to bake the lighting into the texture, it wouldn’t work because it’s a small repeating texture…right?

Is there a way to “layer” textures? So 1 layer would be the diffuse texture, and a 2nd layer would be all the lighting information?

What am I missing, and how is it accomplished in Unity?

Usually it’s done by having two UV sets. One for the tiling base texture, another for the lightmap. Then use one of Lightmapped shaders.

If you only have one UV set, then what you can do is still use the lightmapped shader, but set higher than 1 Tiling value in the base texture’s Placement rollout.