- Unreal Engine
Lennartos wrote:Hi there
Im interested in using Amplify as a texture lookup base for my shader where i use colors to contain data.
For that i want to compress a 30K texture where i need to rely on the colors beeing 100% correct, and one 30K texture with colors that work just fine with the current settings.
I also found that i can disable the mipmap blending for a lookup by setting vcoord.pageBlend = 0;
However it doesnt seem to be possible to:
1) select filtering for the different channels / layers - or making AT2 respect the filtering on the original textures.
2) get the texture colors 100% correct back, even with compression none/lossless.
there are some kind of lines with a tad different color appearing at certain intervals.
Lennartos wrote:After changing the camera i got it disabled, but the normal textures of course look horrible.
The lines are VERY clear now with filtering disabled:
https://www.dropbox.com/s/xhn9xuik17tfu ... s.png?dl=0
This image is enhanced by color *= 10
They only become really visible when quality >= 90 or you select compression = none or lossless
Though i cannot use this for unless i can select filtering per layer.
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