I’m trying to make a new procedural dynamic sky material for my game. I made a skydome mesh with using 3ds max. In order to obtain two different size of texture maps, I used 2 uv channels, first’s for sky texture and stars, second one is for moon. Everything has gone fine until I started to make moon part and I couldn’t solve problem. I got expected result on second uv channel which has been prepared for moon, but this channel effects other channel also, that’s problem.
Looking at images you’ve provided you would definitely need to use a mask for your Moon. However, setup you’re using for having two UVs for texture is not something that would work as it’s setup.
Thank you for your nice answer, I solved issue by applying mask on moon texture, which I prepared it to be compatible with multi sub-object materials, as like you said. I appreciated.