Baking Image Sequences
Last updated
Last updated
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.
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.
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.