Like MtoA, Yeti exports UV coordinates in the uparamcoord and vparamcoord parameters, and you use these to map textures in the aiHair shader with the Uparam and Vparam extra attributes.
For example, if you plug a texture into the Rootcolor and tipcolor
then you can use uparamcoord and vparamcoord to map that texture onto the hair:
Tip If you enable Expand Procedurals and export an ASS file, you can see what parametes Yeti exports:
### created by pgYetiMayaShape curves { name pgYetiMayaShape_|pgYetiMaya|pgYetiMayaShape|scatter01_pSphereShape1_grow01 num_points 621 1 b85UINT # ... points 4347 1 b85POINT # ... basis "catmull-rom" mode "ribbon" min_pixel_width 0 visibility 255 self_shadows on matrix 1 0 0 0 0 1 0 0 0 0 1 0 0 0 0 1 shader "initialShadingGroup" opaque on id -1230660816 declare curve_id uniform UINT curve_id 621 1 b85UINT # ... declare uparamcoord uniform FLOAT uparamcoord 621 1 b85FLOAT # ... declare vparamcoord uniform FLOAT vparamcoord 621 1 b85FLOAT # ... declare surf_s uniform FLOAT surf_s 621 1 b85FLOAT # ... declare surf_t uniform FLOAT surf_t 621 1 b85FLOAT # ... declare length uniform FLOAT length 621 1 b85FLOAT # ... declare fur_id uniform FLOAT fur_id 621 1 b85FLOAT # ... declare surf_n uniform VECTOR surf_n 621 1 b85VECTOR # ... declare filename constant STRING filename "C:/Users/StephenBlair/Documents/maya/projects/Support//yeti/tmp/yeti_combExample_pgYetiMayaShape_1886244453_1.fur" declare mtoa_shading_groups constant ARRAY NODE mtoa_shading_groups "initialShadingGroup" declare frame constant INT frame 1 declare verbosity constant INT verbosity 1 declare density constant FLOAT density 10 declare width constant FLOAT width 1 declare threads constant INT threads 0 declare min_pixel_width constant FLOAT min_pixel_width 0 declare mode constant INT mode 0 declare imageSearchPath constant STRING imageSearchPath "" declare samples constant ARRAY FLOAT samples 1 }