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Material merging results in corrupted material/textures #5
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The first result looks like you used crunch compression on your textures. Texture arrays don't support crunch compression, I will add a warning for that. |
Oops, you're right, I was using crunch compression. With it disabled, I can consistently get the 2nd result now. Same error. |
I added a warning for crunch compressed textures as well as stop it from trying to merge them. |
Thank you, again! That solved the issue, but I inadvertently found something else I think. I noticed that if I merge materials where one of them has a normal map and the others do not, I can run into broken normals after optimising. Is this by design, and should I instead include a flat (128, 128, 255 rgb) normal map for the rest? Below is a before/after optimising. |
Looks like the unity docs page lied about the default bump texture value. I figured it out and fixed it, thanks for the report. |
Using Silent's Crosstone, I've been trying to merge 4 materials together, but the results are a bit... complicated.
There's something like a 50-50 chance that the merged materials result as either
or
The latter looks almost right, but with strange shadow stepping along the hair.
Both produce an identical error message:
I've attached the resulting shader/material for result 1 and 2.
result 1.zip
result 2.zip
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