Baking Image Sequences

For baking image sequences (Atlas, Texture2DArray and Texture3D), 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:

Texture 2D Array

Generated files are combined into one Texture2DArray file, always with the .asset extension:

By default Texture2DArray asset uses BC7 compress format. It can be manually changed from the source code.

Texture 3D

Generated files are combined into one Texture3D file, always with the .asset extension:

The maximum resolution of a Texture3D file is 2048 x 2048 x 2048.

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