Packing and referencing your sprites unoptimally can have nasty side effects, such as crashes and increased loading times. When you reference a sprite that lives within a SpriteAtlas, you load the entire atlas into memory and then use the specific region your sprite takes. The Problem: Unity SpriteAtlas’ Default Behavior
#UNITY TEXTUREPACKER PC#
Shaking badly anth fever symptoms, you boot up your PC and wait 10 minutes for Unity to load your project.Įager, you get to the score screen and BAM. But get your ass down here and fix the crash that happens in the score screen”, Ralf says just before disconnecting. “W…ait what.?” You barely manage to ask as an eerie chill runs down your spine and cold sweat pours down your forehead. Hearing these words stuns you for very long 5 seconds, losing a stamina point in the process. “Wh… Who is it?”, you ask, your voice trembling. However, just as you’re about to sleep, your phone rings… loudly. * My italian girlfriend doesn’t approve of this. It was a great day… and you reward yourself with a pineapple pizza*. So you hit the submit button and call it a day. Just like you expected, you manage to reduce: So you read some documentation and decide your next step: you’re going to put your heavy sprites in a single SpriteAtlas.
You’re so happy that you start singing a made-up song about how today you are going to improve the architecture of your game.
I think this would be immensely helpful and a one-time effort, for as long as Unity keeps the mapping formula the same.You wake up and, for some reason, you feel extremely happy. But a more basic UI with the singular purpose of creating HDRP-compatible texture maps would suit a lot of people's needs, while taking complexity out of their process (and into the inner workings of the tool). That does not mean that the current UI is useless it is extremely powerful and should be retained. Provided that unity decides to keep the channel mapping the same, this could be hardcoded into a single user-friendly UI without too much hassle, building upon the capabilitites this tool already provides. Clicking that produces the mask and detail maps. (I don't even know how many there actually are) Metallic texture OR specular texture (let the user decide which it is) Roughness texture OR smoothness texture (let the user decide which it is, e.g. Also, I do not want to concern myself with the technical differences between a roughness and a smoothness map, or a metallic map vs a specular map.Įssentially, what I would very much like to have, is a UI which has input slots for: What I definitly do not want to do is concern myself with which color channel from the input textures goes into which color channel in the output textures. Here's the thing: I have a bunch of textures (diffuse, normal, displacement, roughness) and I want to create an HDRP-compatible material from them. I'm relatively new to the HDRP workflows in unity, and I stumbled across those things called "mask map" and "detail map" (I assume that's how most folks end up here). First of all: thanks for making this tool and providing it to the community!