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texture.compiler

Normal part of RG normal, B metalness, A ambient occlusion is mip mapped with normal renormalization, the rest of this texture is mip mapped like a regular texture.

Input texture Output (Production quality) Output (Development quality) Output (No-compression quality)
RGB base color, A roughness BC7 BC3 RGBA8
RG normal, B metalness, A ambient occlusion BC7 BC3 RGBA8
R height BC4 BC4 R8
HDR cube map BC6H BC6H RGBA16
Irradiance (automatically generated from cube map) RGBA16 RGBA16 RGBA16
Prefilter (automatically generated from cube map) BC6H BC6H RGBA16
usage:
  texture_compiler.exe  options

where options are:
  --albedo-roughness                      Input contains albedo map and roughness map
  --normal-metalness-ambient-occlusion    Input contains normal, metalness and ambient occlusion maps
  --parallax                              Input contains parallax map
  --cube-map                              Input contains cube map
  --input <example.png>                   Input texture path
  --output <example.texture>              Output texture path
  --output-size <1024>                    Output texture size (needed only for cube map, for other textures output texture size is equal to input texture size)
  --irradiance <irradiance.texture>       Output irradiance texture path (needed only for cube map)
  --irradiance-size <32>                  Output irradiance texture size (needed only for cube map)
  --prefilter <prefilter.texture>         Output prefilter texture path (needed only for cube map)
  --prefilter-size <128>                  Output prefilter texture size (needed only for cube map)
  --production                            Good but slow texture compression
  --development                           Poor but quick texture compression
  --no-compression                        No texture compression
  -?, -h, --help                          display usage information

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