Node Settings
Last updated
Last updated
Shader Graph Baker is designed as a common graph node and is available from the Create Node → Amazing Assets menu:
Mode - Texture baking mode. Single file or one of the image sequence types:
Type - Type of the baked texture. Color Map (Common texture), Normal or Linear Data (non sRGB):
Resolution - Generated texture’s resolution (size in pixels). If provided options are not enough, custom resolution can be chosen from the input slot.
Super Size - During shader computation allows to use 2 or 4 times bigger texture than the selected Resolution. Useful for creating anti-aliased images and reduces ‘jagged’ pixels.
Format - Texture save format. JPG, PNG and TGA saves 8 bits per-channel. EXR format saves 16 bits per-channel:
Target Texture - Every time the Bake button is clicked, the file save dialog window is opened for choosing the generated texture file's save location and its name (by default, it is the same directory and name as the currently used Shader Graph file). If this Target Texture is selected, then it is automatically overwritten every time the Bake button is pressed, without opening the file save dialog window:
Note, overwritten texture cannot be Undo.
Bake Shader button bakes Shader Graph nodes (currently used for texture generating) into a new .shader file, allowing texture baking in runtime (explained in more details in the Runtime Texture Baking chapter below).