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Trying to use this for RMA > Unity PBR

Open AndersMalmgren opened this issue 4 years ago • 4 comments

RMA packed textures use

Blue > gray scale = AO map > AO.png

Green > gray scale = Metalness map > MS.png Red > inverted and used in alpha = Smoothness map (inverted from roughness map) > MS.png

I dont see this really working with your fine tool? First we need support for Channel to RGB (gray scale) and also to invert channel

Also batching would be nice, lets say you have 100 RMA textures you need to map like this :D

AndersMalmgren avatar Oct 08 '20 19:10 AndersMalmgren

I guess you can solve the gray scale problem like this¨

image

Stil need to invert though and batch :P

AndersMalmgren avatar Oct 08 '20 19:10 AndersMalmgren

I'm working on the shader now soon done

AndersMalmgren avatar Oct 08 '20 21:10 AndersMalmgren

Allright so i have a working version with invert. Just added a setting and in shader did 1-color

Anyway. my source RMA map is in tga format. If I manually do the same process and save new map to tga 32 bit or use this plugin with png output the result is a bit different. It seems I lose detail with png from your plugin. Any ideas?

edit: it seems the intensity of the colors are lower when generated from your plugin.

gif

AndersMalmgren avatar Oct 08 '20 21:10 AndersMalmgren

I created a thread over at the untiry forum about the problem with the output being off. I got some pointers

https://forum.unity.com/threads/problem-with-color-in-texture-output.984978/#post-6399239

Im not a shader expert so do not exactly know how to implement them

AndersMalmgren avatar Oct 09 '20 17:10 AndersMalmgren