Only one UV channel exists today, so lightmaps and a separate occlusion or emissive UV are not possible. Add a second vertex UV attribute and let material slots choose which UV set they sample (per glTF texCoord index). Prerequisite for baked lightmaps.
Only one UV channel exists today, so lightmaps and a separate occlusion or emissive UV are not possible. Add a second vertex UV attribute and let material slots choose which UV set they sample (per glTF texCoord index). Prerequisite for baked lightmaps.