Just to be sure: please be aware that adding an additional texture could re-use existing texture coordinates. You only need additional texture coordinates passed in as vertex attributes if you need different coordinates, and you cannot generate them procedurally in e.g. the vertex shader.
phtil написалuv1, uv2 are reserved for the spine script. I added the texture but couldn't use it.
How did you pass in additional texture coordinates to the mesh? Or did you only add another texture and did not add any texture coordinates? If you really need additional texture coordinate sets, then there is nothing preventing you from passing coordinates on higher TEXCOORD indices:
struct VertexInput {
float4 vertex : POSITION;
float2 uv : TEXCOORD0;
float2 uv1 : TEXCOORD1;
float2 uv2 : TEXCOORD2;
// here you could add additional vertex attributes if you need them:
float2 uv3 : TEXCOORD3;
float2 uv4 : TEXCOORD4;
float4 vertexColor : COLOR;
};
Could you perhaps describe what you are trying to achive? Then we can find the easiest solution for you.