Shader Graph Baker
  • Shader Graph Baker
  • Node Settings
  • Baking Single Texture
  • Baking Normal Map
  • Baking Image Sequences
  • Runtime Texture Baking
  • Help & Contact
Powered by GitBook
On this page
  • Standard sequence
  • Atlas
  • Texture 2D Array
  • Texture 3D

Baking Image Sequences

PreviousBaking Normal MapNextRuntime Texture Baking

Last updated 6 months ago

For baking image sequences (Atlas, and ), Shader Graph must be animated by the Time node:

For each baked texture (layer or slice), Time value is defined by this formula:

Time = TimeInitialValue + TimeIncrement * FrameIndex

TimeInitialValue and TimeIncrement are controlled from the Shader Graph Baker node:

Shader Graph Baker can bake 4 types of image sequences.

Standard sequence

Each file is saved as a separate file:

Atlas

Generated textures are combined into one texture and aligned side-by-side there, with the first frame at the top left corner:

Generated image count is controlled by the Rows & Columns slot:

When generating an Atlas sequence, Resolution property defines each texture's (frame) size here and not the final generated file’s size.

Texture 2D Array

Texture 3D

Be aware that the size of a 3D texture in memory and on disk increases quickly as its resolution increases. A 3D texture with no mipmaps and a resolution of 16 x 16 x 16 has a size of 128KB, but with a resolution of 256 x 256 x 256 it has a size of 512MB.

Generated files are combined into one file, always with the .asset extension:

By default asset uses compress format. It can be manually changed from the source code.

Generated files are combined into one file, always with the .asset extension:

The maximum resolution of a file is 2048 x 2048 x 2048.

Texture2DArray
Texture2DArray
BC7
Texture3D
Texture3D
Texture2DArray
Texture3D