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Question by
ICEYHOTSTUNTA · Nov 14, 2014 at 08:03 AM ·
texturelightmapcompressionpvrtc
PVRTC 2 bit Lightmaps
I'm trying to cut down my app size and I noticed that Unity won't allow me to use 2bit compression on textures marked as normal maps or light maps.
I found a work around for normal maps, as long as I don't mark the texture as a normal map then I can just do some extra work in my shaders instead of using the built in function in UnityCG.inc to decode normal maps.
I tried the same approach with lightmaps but I don't get the same lighting. I'm wondering how Unity modifies a lightmap texture when it's marked as a light map. What code do I need to put in my shader so that the lighting turns out the same?
thanks for your help.
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