http://amplify.pt/download
We're happy to announce our latest release, Alpha 36. Our plan is to release one last Alpha (a37) containing a few smaller, albeit important, changes and then finally move on to the Beta stage.
Development has been slow due to a number of factors, but mostly lack of available man hours. We can finally announce, however, that a new programmer will be joining our team starting in April. We're counting on him to alleviate some of the burden while we push for the final release.
This release features full support for Unity 5 and Alloy 3:


One of the most important fixes is related to image quality. It involves seams between mips and repeated textures:

Tools window now displays a cleaner look. We found it was important to explicitly separate the various tools using UI foldouts. We also added a folder input to optionally restrict conversion:

Without further ado, here are all the changes in Alpha 36:
- Requirements
• Unity 4.6.3+
• Unity 5.0+
Alpha 36 Changes
• Fixed missing page file issues
• Fixed black/invalid texturing when an empty VT was assigned to manager
• Fixed non-pow2 texture resize to pow2
• Fixed clamping instead of tiling when base/diffuse not assigned
• Fixed warnings when changing streaming thread number
• Fixed anisotropic filtering seams on lower mip levels
• Fixed lack of material search folders as critical error; now just issues a warning
• Fixed prepass support for all/standard transparent cutout surfaces
• Changed AmplifyTextureRuntime to AmplifyTextureCamera; both work for now but runtime issues warning
• Improved streaming thread synchronization; now lighter and more robust
• Improved Tools window; added search folder to material converter tool
• Improved Alloy 2.x support
• Added full Alloy 3.x support
• Added full Unity 5.x support
• Updated 3dsMax bake tool to latest (0.16)
• Cleaned up comments in entire script code base
• Now distributing separate builds for Unity4 and Unity5
IMPORTANT NOTE
Please make sure to add the following pragma to your custom AT2 shaders:
#pragma multi_compile _ _VT_SINGLE_MODE
What's next? (subject to change)
- Alpha 37
• Address memory footprint issues; eliminate per-frame allocations
• Address high CPU utilization issues
• Address slower tile "pop-in" introduced in a36; rollback to a35
• Multiple property names per-layer; merge some presets (Alloy2+3, Unity5 Metallic+Specular)
• Allow texture rename and move without requiring a VT rebuild
• Disabled/error manager rendering mode; Editor: display pattern, Runtime: fallback to 64x64 texture
• Improved terrain support: Unity 5 fixes + multiple terrains/meshes using same material/tile-set
Beta 1
• Optional explicit page requests; ability to disable PrePass
• Official 2D mode support
• Mobile support
Beta 2
• Import Proxy Folders
• Substance, ShaderForge, RTP, Probuilder support
Beta 3
• Legacy and Directional Static Lightmaps
• Virtualized Secondary/Detail Layers
• Procedural Virtual Textures
Release Candidate 1
• Multi-tile grid cache compression
• Multi-tile cache folder settings
• Multi-tile grid caching progress bar
Post-Release
• Improved SLI/CF support
• Spherical Terrain support
• Optional full HDR pipeline
• Webplayer, WebGL, Consoles
• Custom VT layouts, unlimited layers, unlimited virtual textures
• Automated batching, hierarchical tile cache
• Real-time background VT builds, command-line VT builds
• Compressed cache, more on-disk/ram compression options
• Animated virtual textures (experimental)
• Unreal Engine 4 port
- If AT2 is a pivotal tool in your large-scale project, please consider providing us one of your larger datasets for robustness testing. Unfortunately we're lacking large data sets and in AT2 we _really_ want to solve ALL scalability issues.
Please note that we're available to sign any contracts or NDAs necessary to protect your copyright. We are absolutely certain that both our parties can benefit from this type of cooperation. If you're interest, please contact us directly or, feel free to reply here to get things started.