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fix: broken optimize texture #1338

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Nov 8, 2024
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1 change: 1 addition & 0 deletions CHANGELOG-PRERELEASE.md
Original file line number Diff line number Diff line change
Expand Up @@ -17,6 +17,7 @@ The format is based on [Keep a Changelog].
### Removed

### Fixed
- Broken Optimize Texture `#1338`

### Security

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2 changes: 1 addition & 1 deletion CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -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`
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2 changes: 1 addition & 1 deletion Editor/Processors/ShaderMaterialInformation.cs
Original file line number Diff line number Diff line change
Expand Up @@ -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)
{
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