Search Unity

  1. Megacity Metro Demo now available. Download now.
    Dismiss Notice
  2. Unity support for visionOS is now available. Learn more in our blog post.
    Dismiss Notice

Feedback Sprite Atlas SecondaryTexture background default value

Discussion in '2D' started by castor76, Jan 31, 2021.

  1. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    2,517
    Ok, so the primary reason why we want to use the secondary texture for the sprite assets is to be able to use maps such as Normal map.

    Right now, we have to supply the map all the time in order for the map to be correctly included in the atlas, which is fine as it stands but in practice this needs to be improved.

    Not every sprites do need detailed normalmap supplied but some of them could do with just a flat normals. But in order to supply the "flat normal" for every sprites, it is a lot of unnecessary work as well as assets creation, memory etc..

    What we should be able to do is to be able to supply secondary texture default background color so that when packed into atlas, the sprites with no normal map can still have flat normal assigned to them.

    Right now the atlas is just black or transparent (depends on the compression setting) on the area where there is no normal map supplied, which is going to be wrong for the lighting.