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Adding a AO/Lightmap at runtime using second UV channel on tiled textures/materials
I was wondering if there is a way to add a baked AO map/texture onto a prop or structure that uses tiled textures/materials via script? For example: You have multiple buildings that share tiled textures, like a brick material, but you can't add the AO map into the material because it will look different for another building. So instead could you use the first UV channel for the albedo/color (which has stacked or UVs ontop of each other, ie tiled) and then use the second UV channel (with a unique UV map non-tiled) for the AO map, but instead, plug in each AO map at runtime via a script component that is unique to each building, which references and overlays that AO map/second UV channel? In other words, each building shares tiled materials, but each building also has it's own unique AO map/texture that gets injected at runtime (without duplicating the tiled materials) and uses the secondary UV channel?