Using Precomputed Realtime GI Breaks UV2

Hi guys,

I’ve got a shader that uses a secondary UV set to hide texture seams. Albedo is UV0, UV1 is reserved for lightmaps, and UV2 is the second UV set. works fine until I enable Precomputed Realtime GI, then UV2 (and only UV2) gets streched out. this doesn’t happen with Baked GI. anybody know what’s going on?

here’s what I’m talking about

Because precomputed real time GI uses UV2, just like baked GI uses UV1. Only UV0 and UV3 are completely free from meddling.

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Wow thank you! kicking myself it should have been so obvious