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