Search Unity

What are mask maps for? can they be compressed?

Discussion in 'High Definition Render Pipeline' started by radiantboy, Mar 26, 2021.

  1. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    Since moving to HDRP I have a huge number of blue textures ending in _MaskMap.png. Why are these there and is it ok to lower the imprt resolution of them and crunchcompress?
     
  2. UnityLighting

    UnityLighting

    Joined:
    Mar 31, 2015
    Posts:
    3,874
  3. olavrv

    olavrv

    Joined:
    May 26, 2015
    Posts:
    515
    Before you had to use 3 different textures for PBR materials, now this is combined in one texture, where each channel (RGA) replaces these 3 textures. The Detail Mask (Blue) is to mask in/out the detail texture (which is also a mask map). If you are not using a detail texture, just leave the blue channel in your maskmap black.
     
  4. radiantboy

    radiantboy

    Joined:
    Nov 21, 2012
    Posts:
    1,633
    thanks, seems to use a lot of space, am I wasting space keeping them and all the others. I mean in a 300 gig project isnt this raising it lik 150 gigs wihch it seems to do? (35000 mats).