On many of my 3D assets, I like to make use of tile-able repeating textures. I also like to have a baked AO map on the asset as it really helps to provide the look and feel that I am after. The problem is that if I unwrap the UV’s I start to lose some resolution on the textures due to a low texel density. This isn’t an issue for the AO map, but is for the normal and diffuse channels.
What I want to do is have my UV’s unwrapped on UV channel 2 and apply the AO map to this channel. Then on the default channel 1 have something like the box UV map from 3ds max which will allow me to make use of the repeating high texel density textures.
I’m a bit useless with shaders, does anyone know of an existing way to do this? If not, can someone help me with the shader code to achieve this?