I have a ton of models that have two materials, but they share the same texture. (one material is opaque, and the other has alpha and needs a different shader).
When imported, Unity will generate two material slots on the renderer, but assign the same material to both slots. The “materials” array on the Mesh Renderer is read-only. I cannot manually assign materials, or create new ones. And I cannot assign an alpha shader to the second material, since it’s just a reference to the first material.
Does anyone know a way around this? I can turn material generation off, but then I get two references to “default diffuse” and can’t change them. It doesn’t matter if I tell unity to generate materials by material or by texture, both ways get the same result - one material generated, and assigned to both slots.