- Home /
Using 2+ UVmaps for diffuse/gloss/nmap
Hi,
I have a Blender model with 2 materials, which have 3 textures each (diffuse/specular/normal). There are 2 UV maps in the model and the textures of the 1st material are mapped to the 1st uvmap, the textures of the 2nd material are mapped to the 2nd uvmap.
In Blender it is rendered correctly but not in Unity. The latter doesn't support 2 uv maps for diffuse/specular/normal textures, it always uses the 1st because the 2nd is for lightmapping.
I need a custom shader identical to the Unity's Standard Specular but with lightmapping disabled, and with the possibility of selecting the 1st or 2nd uvmap for diffuse/specular/normal.
So that i can just assign 2 materials to the mesh, the first using the 1st uvmap, and the second using the 2nd uvmap.
This should be a very common issue but strangely enough i didn't find a shader like that.
Do you know where i can find it or do i need to spend weeks learning how to create it myself?
Thanks!
Your answer
![](https://koobas.hobune.stream/wayback/20220611231525im_/https://answers.unity.com/themes/thub/images/avi.jpg)
Follow this Question
Related Questions
toonLighted shader to work with deferred rendered shadows 2 Answers
double-sided plane with texture? 4 Answers
shader RGB colour based on y-value vertex 3 Answers
Improving (a Blur) Shader Performance 0 Answers