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Description
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:
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diffuse texture
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normal texture
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roughness texture OR smoothness texture (let the user decide which it is, e.g. toggle button)
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ambient occlusion texture
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metallic texture OR specular texture (let the user decide which it is)
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... all the other textures ... (I don't even know how many there actually are)
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... 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.