![]() ![]() Select the channel to use: to reuse textures previously packed.Is a Normal Map: to use images already marked as 'Normal Map'.Invert Texture: to invert the image during the packing process.Using ‘ Single’ mode you will also have the following options for each input texture: You can choose between the ‘Single’ mode to process one texture, or the ‘Batch’ mode to process multiple ones sequentially. Select the desired Output Size: every texture used as input will be resized, if needed, to the chosen size, to obtain a coherent output image.NSO: Normal + Smoothness + Ambient Occlusion.MSEO: Metallic + Smoothness + Emission + Ambient Occlusion.Standard: Albedo/Diffuse RGB + Height Map. ![]() Select the desired Packing Mode from a library of pre-made models, including:.It is fast and can process single images or a bunch of selected images. Individual channels can be then extracted by a shader to be used for particular effects, for example the red channel for glow, green channel for specular, blue channel for sound types, alpha channel for physics info, etc.Ĭhannel Packer is a tool that allows to do this (and more) inside the Unity Editor. However, each channel is just a grayscale image, so different types of image data can be stored in them. ![]() These channels are usually used to represent traditional RGB color data, plus Alpha transparency. Channel packing means using different grayscale images in each channel of a texture: Red, Green, Blue, and optionally Alpha. ![]()
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