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boberfly avatar boberfly commented on May 2, 2024

Hi rasteron,

I think by default the shader swizzles so that the red channel is remapped to alpha, green is left alone and blue is reconstructed in the shader so it fits well in DXT5 (which is rgb565_a8 so green and alpha have higher bit depths).

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cadaver avatar cadaver commented on May 2, 2024

There are two normal mapping shader techniques depending on whether your normal textures are straight RGB or swizzled.

CoreData/Techniques/DiffNormal -> RGB
CoreData/Techniques/DiffNormalPacked -> swizzled

Also make sure that your model has valid tangents. If it still fails with correct technique and valid tangents, then it's a recent bug.

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rasteron avatar rasteron commented on May 2, 2024

Ok thanks guys. I tried recompiling shaders, it's weird but it seems to work now.

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