diff --git a/CHANGELOG-PRERELEASE.md b/CHANGELOG-PRERELEASE.md index ec826e82..f1e8ffc0 100644 --- a/CHANGELOG-PRERELEASE.md +++ b/CHANGELOG-PRERELEASE.md @@ -17,6 +17,7 @@ The format is based on [Keep a Changelog]. ### Removed ### Fixed +- Broken Optimize Texture `#1338` ### Security diff --git a/CHANGELOG.md b/CHANGELOG.md index 289acc35..d51959b8 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -14,7 +14,7 @@ The format is based on [Keep a Changelog]. - We may relax some restriction in the future. - Because we have to check for each condition if we use AnyState but we can check for only one (in best case) with entry/exit, this generally reduces cost for checking an parameter in a state. - Combined with Entry / Exit to 1D BlendTree optimization, which is implemented in previous release, your AnyState layer may be optimized to 1D BlendTree. -- Optimize Texture in Trace nad Optimize `#1181` `#1184` `#1193` `#1215` `#1225` `#1235` `#1268` `#1278` `#1313` `#1328` +- Optimize Texture in Trace nad Optimize `#1181` `#1184` `#1193` `#1215` `#1225` `#1235` `#1268` `#1278` `#1313` `#1328` `#1338` - Avatar Optimizer will pack texture and tries to reduce the VRAM usage. - Currently liltoon is only supported. - `Copy Enablement Animation` to Merge Skinned Mesh `#1173` diff --git a/Editor/Processors/ShaderMaterialInformation.cs b/Editor/Processors/ShaderMaterialInformation.cs index 16b19efa..09c3d0a0 100644 --- a/Editor/Processors/ShaderMaterialInformation.cs +++ b/Editor/Processors/ShaderMaterialInformation.cs @@ -162,7 +162,7 @@ public override void RegisterTextureUVUsage( if ((_supportedKind & ShaderInformationKind.TextureAndUVUsage) == 0) throw new InvalidOperationException("RegisterOtherUVUsage is not registered as supported information"); if (_textureUsageInformations == null) return; - if (_material.HasTexture(textureMaterialPropertyName)) return; + if (!_material.HasTexture(textureMaterialPropertyName)) return; UVChannel uvChannel; switch (uvChannels) {