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unity-texture-packer's Introduction

👋 Hi, I'm Andy, a Generative Designer based in Montreal, Canada.

I graduated in 2013 with a Master in Computer Science from Université Lyon II. I have a robust background in the video game industry with over 10 years of experience at compagnies like Ubisoft and EA Motive.

Since 2019, I've embarked on a freelance journey, collaborating with teams at different studios around the world. This has led me to work with a wild range of technologies like Unity, C++, GLSL, JavaScript/Typescript and p5js.

I'm always available for a quick chat, talk about projects and collaborations! Feel free to say hi at [email protected]

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unity-texture-packer's Issues

In Explorer, the packed texture is black.

Hi,

After baking the textures in one texture, it seem it works in Unity well. But in explorer the texture is completely black. And in photoshop the packed texture has no color.

My environment is
Windows 10
Unity 2019.2.9f1 using HDRP

Channel packer setting is
format => png
resolution => 1024(I tried the other, but the result is same)

It may be something wrong, then I have reported you.
Thank you

Can't save anything else than JPG

Hi there ! I've noticed on the TexturePackerWindow.cs that the getter/setter textureFormat is never changed but always used on the class. You update the variable _textureFormat but never use it anywhere. So when it comes to serialize the file, it will always choose jpg, which is annoying because I need the alpha channel ;)
Fixed on my side, I will let you fix it on the repo.
Thanks !

Excuse my ignorance

How on earth do i install this? Ive tried a couple of things but i cannot seem to get it working.

Trying to use this for RMA > Unity PBR

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

Git Install Fails to Include All Files

I tried installing via package manager git URL as well as adding to manifest.json and for some reason it does not download the core files, but just the auxiliary. Installing it manually by dragging and dropping in project works fine.

Suggestion / Feature Request: HDRP-Specific UI

Hi,

first of all: thanks for making this tool and providing it to the community!

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).

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.

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. 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.

Essentially, what I would very much like to have, is a UI which has input slots for:

  • diffuse texture

  • normal texture

  • roughness texture OR smoothness texture (let the user decide which it is, e.g. toggle button)

  • ambient occlusion texture

  • metallic texture OR specular texture (let the user decide which it is)

  • ... all the other textures ... (I don't even know how many there actually are)

  • ... and a single bake button. Clicking that produces the mask and detail maps.

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.

That does not mean that the current UI is useless; it is extremely powerful and should be retained. 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).

I think this would be immensely helpful and a one-time effort, for as long as Unity keeps the mapping formula the same.

Feature Suggestions

  • Adding greyscale inverse can be useful for roughness <-> smoothness maps
  • A color picker for creating a solid color channel.
  • A label to hint the internal shader's channel representation. Or better, creating some preset with corresponding labels for that.

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