Hello, I'm creating unity terrains at runtime. For the alpha/diffuse, I get the texture using TerrainData.GetAlphamapTexture, write some pixels (via GetRawTextureData), and call Texture2D.Apply(). However, my alphamap is pretty high resolution, and calling Apply() is quite expensive. I see TerrainData.DirtyTextureRegion exists and should support both handling sub-regions of the texture and delayed syncing, but I can't work out how to use it with alphaMaps. In particular, what name should be passed in for textureName? If I pass in the Texture2D.name of the texture returned by TerrainData.GetAlphamapTexture, it reports 'ArgumentException: Unrecognized terrain texture name: "SplatAlpha 0"'. If I pass in TerrainData.AlphamapTextureName, then I nothing happens to my texture after calling SyncTexture. It all works fine if I just call Apply on the texture though.