Lennartos wrote:Hi there
Im interested in using Amplify as a texture lookup base for my shader where i use colors to contain data.
For that i want to compress a 30K texture where i need to rely on the colors beeing 100% correct, and one 30K texture with colors that work just fine with the current settings.
I also found that i can disable the mipmap blending for a lookup by setting vcoord.pageBlend = 0;
However it doesnt seem to be possible to:
1) select filtering for the different channels / layers - or making AT2 respect the filtering on the original textures.
2) get the texture colors 100% correct back, even with compression none/lossless.
there are some kind of lines with a tad different color appearing at certain intervals.
Hello,
Thank you for your interest, we really appreciate it. You can disable bilinear filtering in the Amplify Texture 2 Camera component.
1) It's currently not possible to define filtering values per-channel, however, you may set compression parameters individually.
2) You might be experiencing some sort of issue. What Unity and Amplify Texture 2 version are you currently using? OSX or Windows? (AT2 Version Windows > Amplify Texture > About) Please send us a texture sample download link to
[email protected], or via forum PM, we would be happy to examine it on our side.
Looking forward to your feedback. Any additional information that could possibly help us replicate the issue on our side is very welcome.
Thanks!