![]() HDRP calculates color interpolation in sRGB space. The image below shows the impact of the detail albedo on the final color. A value of 0.5 is neutral, which means the detail map doesn't modify the albedo. It makes the underlying material's albedo gradually darken down to black when going from 0.5 to 0 or brighten up to white when going from 0.5 to 1. The red channel represents the albedo variation. The following example image demonstrates the individual components of a full detail map. To create a detail map, create a linear composited map in a photo editor, using the channels as described in the table above. The detail map contains two grayscale textures and one two-component texture, which is the Material's detail normal map. Typically, the detail map scales several times across the object’s surface to add small details to a material. The detail map enables you to overlay a second set of textures on top of the base surface information. The following example image demonstrates the individual components of a full mask map. To create a mask map, create a linear composited map in a photo editor, using the channels as described in the table above. The mask map stores these textures in the following channels: Color channel HDRP uses the mask map to store the metallic map, ambient occlusion map, detail mask, and smoothness map for the material. The default expected value of each channel is 0.5. The mask map contains four grayscale textures, one in each color channel. Note: When you import your texture into Unity, in the Image Importer Inspector window, make sure you disable sRGB (Color Texture) and you set Texture Type to Default. For a list of compatible image formats, see Supported Asset Types. This document describes the format of the mask map and detail map so that you can author your own to use in HDRP. ![]() ![]() They can use a different set of UV coordinates, or a different UV tiling value, giving you more creative freedom. HDRP uses two types of channel-packed textures: the Mask Map, and the Detail Map. Channel packing is efficient because it allows the renderer to sample up to four grayscale maps that use the same UV coordinates with a single texture fetch. ![]() The High Definition Render Pipeline (HDRP) uses channel-packed textures to store multiple Material maps in a single texture. ![]()
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