Heya, I’m trying to support vUv0, vUv1, vUv2 channels and possibly more but it looks like SEMANTIC_COORD2 is not being passed to the shader. I’m using shader chunks to update the existing PBR material which is working all good except I can’t access more channels. Is there a way to enable this?
Hi @Philip_Roigard and welcome,
Yes, only the first two UV sets will be passed as attributes to the shader. You will need to specify a custom definition/shader to use them, @mvaligursky is there an example or some pointer on how to do that?