Hi! So I want to find the best possible setup for the following textures: * Albedo RGB * Opacity * Normal RG * Height * Emission RGB * Ambient Occlusion * Metallic * Roughness I've prepared the initial layout, which is the best I can think of by myself, but I'd be happy to hear your suggestions on that. And I don't care if…
Typically i would try to put any kind of binary information, or information that doesn't require a lot of precision (metallic is a good example) in the blue channel, as that is the most heavily compressed.
I mean that I don't want to put metallic in DXT1 Alpha channel or skip it. I want to save some space when using BC1 for ARM and emission. But if I could store normal and height together in 4MiB BC7 texture, then I'd go for BC7 ARM (smooth AO transition) and optional BC7 emission compression (but the gradient appears very…
Roughness and Occlusion most of the time have much more information than Metalness (which is nearly always black or white, with few grays). So use that to your advantage.
With BC7 the quality is almost as good as the uncompressed texture, provided you have the hardware and have accounted for codec times. BC7 essentially replaces 1-5 and can select modes based on the channel data so 'which map in which channel' isn't as big a deal in packing.