HavocX
(HavocX)
July 24, 2014, 10:46am
164
Hi HavocX,
SpriteTexture node is just an alias for a TextureSampler parameter named ‘SpriteTexture’. It’s just there so it’s a little easier to organically discover how to make a new material for use with sprites. When proper support for multiple-texture sprites come in, I’ll probably add a texture ID to node, and that’ll just change parameter name to SpriteTexture2, 3, etc…
Yeah, UVs for a sprite reflect where in the ‘base’ texture they are, so associated textures will work fine even without first class support if your sprites aren’t animated, or if they’re animated but come from a sprite sheet, with mask or normal map matching same layout.
RE: Material management: You can make mask/normalmap texture a parameter in your base material and create material instances that just update parameter for each different texture you want to use. It’s still a hassle with an extra asset per texture, but much less so than duplicating actual material logic. You could also do at runtime using MIDs (MaterialInstanceDynamic), taking an array of textures and making MIDs to use instead.
Cheers,
is a great starting point. Thank you and keep up good work!
Two more questions:
How does current rendering problems with sprite normals look? link you posted is dead and it would be good to be able to differentiate from other problems we get.
When do you roughly expect multiple Texture Samples will be supported?