How is the number of textures in a wearable calculated?

image

For this object I have 2 shaders going on: one for the frame and one for the lenses.
The frame is using the standard AvatarWearables_TX.png to which I didn’t change the filename, so it should use the standard that comes with DCL. This should mean no textures used, right?
For the lenses, I used a simple material without a texture, and only chosen a blend transparency.

Can someone tell me why it comes out that I am using 2 textures?

as far as i know, the skin texture always counts as one, and even though you are using a simple material for your mesh, it still counts as a second texture. whether there is a texture image or not.

2 Likes

Yes, you need to use a single uvs map with all the information