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UV Mapping Channel 2 effecting result (on play)

Discussion in 'Global Illumination' started by LeagueOfMonkeys, Jun 22, 2017.

  1. LeagueOfMonkeys

    LeagueOfMonkeys

    Joined:
    Aug 13, 2012
    Posts:
    33
    Unity 5.6.1p2 / Enlighten / ShadowMask Baked Mode

    Wondering if anyone could help me out - its probably something I am doing wrong but in my scenes I have road surfaces that are using a second UV Map to add an extra level of detail to the road. When I bake the results are as I expect, all my static objects leave shadows and the dynamic object use the real time shadows. This issue I have is when I hit play the roads 2nd channel gets completely ignored like its defaulted back to UV map channel 1. See comparison below - notice the dark tyre marks on play are all stuffed up only when I hit play thou.
     

    Attached Files:

  2. LeagueOfMonkeys

    LeagueOfMonkeys

    Joined:
    Aug 13, 2012
    Posts:
    33
    Found a fix - if I use UV Map channel 3 for the road its works. This confuses me now - because Generate UV's is off so my 2nd Channel UVs are still there that same as before (which are the same as the new UV Channel 3) but now because the texture map is using UVMap 3 it works. Errrrrrrgh I am confusing myself.