So in unity I already know a specularity map is in the alpha channel of the diffuse, but what map is stored in the normal map? Is it the gloss or what? Or is there nothing I can store? I am just curious, I don’t think its a parallax map because I have been saving parallax maps as separate textures and they work fine. If anyone can help thanks in advance.
Nothing, because there is no space left.
DXT5_NM compression uses all 4 channels (or better it uses 2 channels per color and reconstructs the 3rd color from those two), as such there are no channels left for other things
Guess that would make sense, unity kind of fuses specular and gloss maps by using the shininess slider. Thanks dreamora I didn’t think there was but thought i’d check to make sure I wasn’t missing out on anything.
Hm, but parallax shaders use RGB for the normal map and A for the heights, so it should be possible to use the same map in both slots. Is the documentation incomplete and it does actually use more than just the alpha channel from the heightmap?