In the past when making assets, I’ve frequently layered UVs on top of eachother to save space if the objects in question should be symmetrical–such as bolts on the side of a bucket that would all look the same, or mirrored halves of a symmetrical object. When my team started incorporating lightmapping into our work, I figured out pretty quick how that messed with lightmaps. It was easy enough to fix just by generating new, un-overlapping UVs for objects and having the lightmap pull from that instead of the old UVs the texture and other maps use, but is this good practice? Am I still okay to have UV pieces layered on eachother for efficiency’s sake for texturing and then make a different UV map for lightmapping, or should I only have one non-overlapping UV layout that gets used for everything?
This is fine, Unity generates a second UV channel for lightmapping anyway (based on the 1st UV if you don’t supply a second, otherwise it’s based on the 2nd), so you’re ending up with 2 uv channels regardless of whether you supply one or two.
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Good to know, thank you. So does this mean that, of the four UV channels an object can have, one of them is always reserved for lightmapping?
I am not 100% sure if anything is different for HDRP, or if there is a recent change I’m unaware of, but I think so, yes.
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