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Channel: Answers for "Second UV set as coordinates for a different texture?"
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Answer by gnp89

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The answer is in http://answers.unity3d.com/questions/712989/using-texcoord1-in-surface-shader.html You should do it like this: struct Input { float2 uv_MainTex; float2 uv2_OverlayTex; // removed float4 _Color because it isn't used in the surf function }; void surf (Input IN, inout SurfaceOutput o) { fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color; fixed4 c2 = tex2D(_OverlayTex, IN.uv2_OverlayTex) * _Color; o.Albedo = lerp(c.rgb, c2.rgb, c2.a); o.Alpha = c.a; }

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