My Issue For convenience I've built a skinned character mesh using a base mesh head (with several morph targets for all head types). Each morph target has it's own UV set and baked normals/ao etc. Our target engine is Unity3D. I have the blenshapes working but I'd hoped that the UV data would get offset along with the…
Thanks Eric; I'm ok with Unity shaders but it'd definitely be a new challenge for me. I came across a similar issue with the UV1/2 limitation when I was wrote a decal shader which displays numbers on the back of a sports kit. Unfortunately that meant losing lightmap ability though the dynamic objects are currently lit with…