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How do I use a different UV channel for the secondary map of the standard shader in URP?
A few years ago I purchased "Modern Furniture II" which is a brilliant asset pack for Unity. The assets all use the UV1 channel to store a detail map for ambient occlusion. All works well in Unity's built-in render pipeline. Now I'm developing a game for the Oculus Quest 2, taking advantage of URP due to it's great performance in VR, even with postprocessing. Now the issue lies in that "Modern Furniture II" falls flat on its face when using it with URP (it hasn't been updated in a while now). The issue seems to be that URP's standard shader doesn't allow for the selection of the UV channel for the secondary map, which means it presumably is using the UV0 channel for this. The result is the secondary map is completely misaligned. The question is simple, how do I go about fixing this? I don't mind resorting to creating a shader in shader graph, but I'll need some guidance on how to implement this.