Using TEXCOORD2 in shaderlab, is it possible?

Hi, I’m using GL.MultiTexCoord2 to set 3 UV coordinates for my image filter effect, however I can’t seem to access more than 2 UVs in my shader. As soon as I add the TEXCOORD2 semantic the compiler complains. I know Unity’s mesh importer only supports 2 UV sets but I would be surprised if this was also true of the internal rendering. Anyone have any idea?

Does a GLSL shader work? ( GLSL Programming/Unity - Wikibooks, open books for an open world )

This is a known limitation, and we’re working to get rid of it.