In this shader tutorial, I show an advanced technique for packing data into texture channels that allows you to represent all of the texture data needed for a material in just two texture samples. Using this method saves both texture memory and performance, but since you’re packing non-normal data in with the normal map, you do lose a little bit of quality in the normal. It also requires doing some extra steps in the shader to unpack the normal data, so I show how to do that too!
If you’re new to texture packing, here’s a great tutorial series that covers the basics:
Here’s last week’s video that shows the best way to measure shader performance:
And here’s the playlist for the whole series:
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