Baking Image Sequences
Last updated
Last updated
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.
Each file is saved as a separate file:
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.
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.
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.
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.