Hi!
So, I`ve been trying to reach you guys at your support email address...
Anyway, i hope that somebody here can answer my questions about AT2! I'll just copy-paste my Email entry here:
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Hi!
Our company is thinking about purchasing your product "Amplify Texture 2", already downloaded your trial version for testing, if your product is suitable for our product! So far so good, everything works fine after some research in your forum/manual and further testing!
However, we have a few issues still open:
1, How`s AT2 exactly working concerning the VT built if you manually change the quality settings or use the "override for android/etc... in Unity? Will AT2 generate the VT based on the original size of all textures or use one of the mentioned global settings? I'm asking because we would like to use AT2 on mobile devices, thus the actual size of the VT (Virtual Texture) in play mode is an issue for mobile builds! With our first testings it seems that there are differences - any clearification welcome! Edit: We created the VT with "Hardware Level: Mobile", the question is if those global settings mentioned above have any impact on the usage/saving of each texture in VT! Furthermore, if the Virtual Texture is filled up with all ingame textures, i don't need to pack the old textures/materials into our build anymore, is that right?
2, We`re using the Shader Unlit/Transparent for our skyboxes, however, if i`m trying to set up the AT2 Shader - Unlit, none of those shaders seem to work for our skybox.
3, Do you guys have any known issues or additional hints on using AT2 for mobile devices, as there is very little information to be found on your page ( I`ve read that the mobile implementation was a long and tough ride, but maybe you can share a few thoughts on that!)
Looking forward to your reply and thank you very much for your support in advance! (sry for the long post btw)
Cheers,
Gerald
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