Is it possible in Unity to have a single mesh with multiple materials referring to different UV sets of the mesh?
I plan to make a runway that is huge. So Im thinking to tiling a txture in uvv set 01( basically have a face uv to stretch over a tileable texture in the texture atlas) and use an overlayed Runway Marking Texture on a normal UV set02. Is there a shader that does this?
Ive done this in 3d programs like Blender, I know Unreal Engine is capable of doing so with its node based material editor. Is it possible in unity?
Materials in Unity have nothing to do with uv sets. You would have to set up everything within a shader. Unity only supports two uv channels at the moment, but there are plans to extend this limitation.
You can create any shader already now that is based on two uv channels without trouble. I don’t understand what exactly you are trying to achieve, that’s why I can’t point you to an actual shader or provide hints.
if youre not using the vertex color channels you could extend that by 2 channels, write yourself a script for your dcc package that takes a uv channel and transfers it into vert color channels channel 3 to rg, 4 to ba. then have your shader read them out and work with them on the unity side of things.
you could call it misappropriation… i like to call it creative
best solution is to only support one additional UV channel and use b and a for texture blending, that way you can have tiled detailMaps and dirtmaps blend in out wherever you want them. artists like that kinda stuff.