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Unity using uv1 for lightmap coordinates instead of uv2?

Discussion in 'Global Illumination' started by vvaris, Jun 1, 2015.

  1. vvaris

    vvaris

    Joined:
    May 23, 2013
    Posts:
    26
    Generate lightmap does bad job for cylinderical objects, so I created custom UV coordinates for the lightmaps for the object in the UV2 channel. My problem is that Unity is still using UV1 for the objects lightmap coordinates. Tested FBX exported from 3DS and blender, same problem.. Generate lightmap is off from import settings.. What am I missing here?
     
    Last edited: Jun 1, 2015
  2. vvaris

    vvaris

    Joined:
    May 23, 2013
    Posts:
    26
    Is it even possible to use custom uv coordinates for enlighten?
     
  3. the_motionblur

    the_motionblur

    Joined:
    Mar 4, 2008
    Posts:
    1,774
    It should be. Try flipping the UV channels in the import settings for your mesh. Maybe the order of the UVs exported wrong?
     
  4. Tudor

    Tudor

    Joined:
    Sep 27, 2012
    Posts:
    150
    I think Unity names its first two UV channels UV 0 and UV 1 (instead of UV 1 and UV 2). Try that.

    My question is why does unity overwrite the UV 1 channel, when the new Standard Material Shader uses UV 0 and/or UV 1? They're essentially botching an entire UV channel that your artist is using for the Standard material....

    Sure, the artist can use UV2 instead of UV 1, but the standard out of the box shader uses UV 0 and UV 1, so UV2 is of no use.

    Am I correct?