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
