Some texturing questions...

Okay so I’ve built my model in my 3D package (a simple room). I’ve unwrapped it, textured it and got everything into Unity. Great.

When texturing I followed a lot of the performance and optimization recommendations, hence, it’s one material and just one big texture, a texture atlas.

So umm, how do map slots work with just one material?

For instance, I want the walls to have some specularity to them, but I don’t the carpet to be shiny. Likewise, I want a normal map on the carpet, but not on the walls.

How can you apply different effects like that when you’re only working with one material and one texture?

What am I missing?

You can just build specular and normal atlas-maps that are aligned with your main color texture.
For the spec atlas you would color the un-shiny carpet sections of the spec atlas black, for instance. Same with the normal map, the sections that you want un-normalled you would color flat, which typically in Photoshop, for instance, would be R 127, G 127 B 255. (or 127,127,127 if you’re using greyscale bump maps).

For an example, look at the buildings_a and building_a_bump texture atlases from the Bootcamp demo.

That’s not possible, you must use specific materials in this scenario. Still, texture atlas will reduce overhead. Use same materials where it’s possible.