Convert procedural UV to standard mesh UV?


So, I followed on procedural video tutorial on UV based coordinates (I think), but I’d like to convert it later into standard mesh and with that it should come with standard UV map, as it’s gonna be a game asset.

How would I go about that? Is this what texture baking is suppose to fix as well? I’ll appreciate your reactions, thank you!

test_bake_uv.blend (2.2 MB)

I found this, but will have to look at it with fresh head tomorrow

So, it’s 4:30 in the morning, but I found the solution, lmao

In this guy’s video

The original tutorial for my test road is here