Hello there!
This is my very first post after having used ASE for about a month now. First of, thanks for such a great tool; it has truly improved our visual workflow in all the good ways!
I’m working on a shader that blends between 4 sets of textures using RGBA masks. Since each set has an Albedo, Met/Rough and Normal texture, and I’m using an additional couple of texture samplers, I’ve hit that hard 16 sampler limit. Hence, I’ve resorted to using your free Texture Array tool and everything has been great so far for Albedo and metallic/rough maps. However, for normal maps, I’ve been unable to set up the node correctly. I’ve tried toggling the “normal map” option on the referencing texture array node, and directly trying to unpack the normal data. However, although I do get a “valid” normal data, it renders differently than if I use a traditional texture sampler. Something that may be a clue: the preview for the texture array node has a lighter overall blue color that one would expect. Am I doing something wrong, or is there an optimal way to set up a normal-only texture array so that it renders exactly as a normal sampler would??
Thank you so much in advance!! Your tool is amazing, fun, useful and truly flexible. Big fan.
-Rob