maxartz15 / ma_textureatlasser Goto Github PK
View Code? Open in Web Editor NEWTexture atlas creator for Unity
Home Page: https://maxartz15.com/ma_textureatlas/
License: MIT License
Texture atlas creator for Unity
Home Page: https://maxartz15.com/ma_textureatlas/
License: MIT License
Hey there, I am using this tool to create an atlas for my scene. I am using the resolution of 8196 x 8196 for the atlas and every quad has a resolution of 2048 x 2048 ... When the atlas is exported and is applied to a mesh, the quality of texture reduces and the object looks blurry.
Any solutions?
Thank you
Been using this tool for a while (early 2020 ) and I have a question.
Is there any way to export models that uses skinned mesh renderer?
I have been using this tool to create a texture atlas for static scene, but I haven't been able to use it while animated characters. I don't know if this is something that it can't be done at this point, or if is some sort of mistake on my part.
A typo in MA_TextureUtils.cs on line 44 causes the copied texture to be the wrong size if the height is different from the width, this is the second time I had to fix this myself as updating it to the latest version still includes this exact same typo.
Texture2D myTexture2D = new Texture2D(texture.width, texture.width);
should be:
Texture2D myTexture2D = new Texture2D(texture.width, texture.height);
Please test your tool before uploading/updating it!!!
Also a suggestion: the exporting of the textures happens to one single folder, would be nice if you get a prompt to select where you want to save the textures, or maybe even have the path in the export settings.
Hi, Max. Will there be an update for HDRP? I tried to create a new Asset with this shader
https://github.com/RemyUnity/SG-HDRP-Lit
After i exported(using ReplaceMesh of ModelFormat),it only change the memory of meshes in unity. Git tools show no files have changed,and i restart unity,changes is revert.
Hey there!
Thanks so much for making this tool. I can see it saving us a ton of time if we can get past this issue.
When generating atlases with normal maps, the resulting normal maps have a pink hue to them:
The normal map textures I'm feeding into the tool are marked as Normal Map and use default settings, and this issue seems to crop up whether or not the resulting atlas ends up resizing the original or not.
Details:
Hi, it looks like only meshes with single material supported. Multy material meshes become broken
Hi, It seems that I am unable to select any of the URP versions of the Standard shaders, such as URP/Lit or URP/Simple Lit. they do not show up in the export window when choosing a shader to export to.
I can currently work around this by simply setting it to the Legacy "Standard" shader, and then manually switching the exported material to a URP standard shader.
Would it be possible to add support for directly exporting to a non-shadergraph SRP shader in a future build?
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