Assigning a UV set to a texture map connected to the DirectX 11 AutodeskUberShader

When using the DirectX 11 AutodeskUberShader, you can bind a UV set to each of the textures that are connected to the shader; for example, the diffuse map, normal map and so forth. For more information about the AutodeskUberShader, see DirectX 11 Shader.

To bind a UV set to a texture map connected to the AutodeskUberShader

  1. Create UV sets, or texture co-ordinates, for your object.

    You can bind up to 3 UV sets.

  2. Under the Surface Data section of the dx11Shader Attribute Editor, enter the name of your UV set for each of TexCoord 0/1/2, where applicable. Right-click for the available options. You must add uv: in front of the name of your UVset; for example uv:uvSet. By default, TexCoord0 is mapped to uv:map1, TexCoord1 is mapped to uv:map2 and TexCoord2 is mapped to uv:map3.

    You have now bound your UV sets to the DirectX 11 shader.

  3. Under the UV section of the dx11Shader Attribute Editor, select from the drop-down list the TexCoord set that you want to bind to each of your texture maps.