Search found 5 matches
- Thu Aug 30, 2018 8:30 pm
- Forum: Amplify Shader Editor
- Topic: Texture Channel Packing
- Replies: 4
- Views: 2556
Re: Texture Channel Packing
Is there a way to check if the texture being input is Linear — similar to when the Normal Map flag is checked?
- Thu Aug 30, 2018 6:51 pm
- Forum: Amplify Shader Editor
- Topic: Texture Channel Packing
- Replies: 4
- Views: 2556
Re: Texture Channel Packing
My channel packed textures were not set to Linear.
Thank you for catching my oversight!
Thank you for catching my oversight!
- Thu Aug 30, 2018 3:11 pm
- Forum: Amplify Shader Editor
- Topic: Texture Channel Packing
- Replies: 4
- Views: 2556
Texture Channel Packing
I'm currently investigating texture channel packing and am noticing some differences in visual results based off of weather a texture is packed in an R, G, or B channel vs. the Alpha channel. Is this an expected outcome?
Below is a test I've done with different texture channel packs for Smoothness ...
Below is a test I've done with different texture channel packs for Smoothness ...
- Tue Aug 28, 2018 3:30 pm
- Forum: Amplify Shader Editor
- Topic: Texture Array Performance
- Replies: 3
- Views: 4104
Re: Texture Array Performance
Thanks for the help, Borba!
I had another tangentially related questions: I'm also attempting to set up a shader that uses a texture atlas, but I want to be able to tile a specific section of said atlas.
An example I've come across is this node setup in Shader Forge: https://forum.unity.com ...
I had another tangentially related questions: I'm also attempting to set up a shader that uses a texture atlas, but I want to be able to tile a specific section of said atlas.
An example I've come across is this node setup in Shader Forge: https://forum.unity.com ...
- Mon Aug 27, 2018 8:59 pm
- Forum: Amplify Shader Editor
- Topic: Texture Array Performance
- Replies: 3
- Views: 4104
Texture Array Performance
Hi,
I'm building a large open world game that uses a large amount of texture assets (both adhoc/unique and tiling). I've been looking at utilizing Texture Arrays as part of an optimization pass and am considering moving every texture asset into an array.
Is this a naive approach? Is there any ...
I'm building a large open world game that uses a large amount of texture assets (both adhoc/unique and tiling). I've been looking at utilizing Texture Arrays as part of an optimization pass and am considering moving every texture asset into an array.
Is this a naive approach? Is there any ...