It appears I've misunderstood the purpose of Standard Shader's "Secondary Texture" options.
If I wish to map temporary details to an object, what is the Unity-appropriate way to do this? I am referring to effects like the following:
- Blood Spatters
I'm aware that I could have two materials, but this is render-inefficient, and I avoid hackish workarounds when I can.
Per the comment below, I will elaborate slightly:
In my specific case I'd like to have one of two scenerios:
1: Areas where a logo can be inserted (player created), pre-uv assigned. 2: Drag/drop logo placement, similarly, but without constraints. This would mean of course passing UV boundaries.