Well, I just don’t know if it has the second UV map. I’m not experienced with materials, or models or blender. I’m coming at this from a code first approach, and this is one of the few things I’ve not gotten past. Shadows is a second.
But here is what I do know:
The feature samples provided with SharpReality, can run this without the error, when run on WPF or WinForms platforms. It fails with UWP.
Because two platforms run this same model, and don’t have the error, it would seem it’s not a missing UV map in the model. Again, newbie assumption here I’m making.
The only difference, besides possible platform differences, and that I can find with my beginner eyes, is the UWP platform sample includes it’s own Data file.
So I took all those files, and added to them all the files in Data/Assets folders I could find, those files used by the WPF and WinForms samples. My Data folder is now about .5 GB in size, bursting with every file found. And I don’t get any messages about missing files (except one custom hlsl shader, that is unrelated to this).
Now, my assumption all along is that some file is missing, because it works fine on WPF and winforms.
If I could find some way to relate that error message to something tangible, something to do other than hope, then maybe I’ll make progress. Have reviewed all I know to review, but in the end, it will surely be something totally simple. That’s just how it goes.
Edit: Here’s another difference. The WPF and Winforms samples must be running OpenGL, because they also show the CustomMaterial, and it’s shader is only provided in the GLSL version.
So apparently the DiffAO works only on OpenGL, and there must be some difference in the HLSL file or there is something else missing.