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Suggestion / Feature Request: HDRP-Specific UI #7

@MartinHaeusler

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@MartinHaeusler

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.

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