![]() ![]() I saw a UnityEditor.TextureCombiner class from the HDRP package, but haven't had time to look into it. I wrote an EditorWindow a while ago that did something like it (mixing texture channels and constant colors into certain destination texture channels), but it's hard to keep that kind of effort just to keep up (this is just one example). ![]() But workflow-wise, is there a tool in the Unity editor that helps us mix these channels? These are usually separate textures from the external software (3D modeling software, Photoshop, etc.). The Mask texture idea is great in HDRP, to have the texture packed with Metallic, Occlusion, Detail Mask, and Smoothness. It also makes me really think hard about workflow. I also really needed Shader Replacement, which is not supported in HDRP. Maybe it's just the nature of graphics programming, that it's so challenging, but I feel like I don't know where to start with these render pipelines. I've written ShaderLab/HLSL shaders (vertex, fragment, compute, etc.) in Unity, am comfortable with using RenderTextures, creating image effects with OnRenderImage(.), etc. ![]() I've been using Unity since early 2015, and just want to add that I'm really overwhelmed with Scriptable Render Pipelines. ![]()
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