This feature allows a user to mark a texture channel on an UMA Material to not get applied to the final shader. This way the textures are still merged and generated and can still be used for other purposes, e.g. a texture lookup system
Then you can retrieve the texture in UMAData.GeneratedMaterials with;
public List<Texture> GetTexture(UMAMaterial umaMaterial, int textureChannel)
This feature allows a user to mark a texture channel on an UMA Material to not get applied to the final shader. This way the textures are still merged and generated and can still be used for other purposes, e.g. a texture lookup system![image](https://user-images.githubusercontent.com/3794587/73328436-9da47e80-420e-11ea-82f9-1baa5d20227e.png)
Then you can retrieve the texture in UMAData.GeneratedMaterials with;
public List<Texture> GetTexture(UMAMaterial umaMaterial, int textureChannel)