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Question by Geoffrey91 · Jul 25, 2016 at 06:02 AM · textureimporting assetsextensionstexture compression

Signed Float Textures

Are ARGB32 Texture signed, i.e. can pixels from this texture have negative values?

I have an OpenEXR image, with some negative pixels, but when I import it within Unity and use it in a shader negative values seem to be clamped to 0...

The image has a native ARGBFloat format. Sadly the best I can do using Unity's importer is to load it with a ARGB32 format. Is it possible that this conversion is causing the problem?

The picture below shows my current import settings. Linear color space is selected. Thanks.

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avatar image saschandroid · Jul 25, 2016 at 06:20 AM 0
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Does setting Encode as RGB$$anonymous$$ to 'on'/'auto' help?

avatar image Geoffrey91 saschandroid · Jul 25, 2016 at 07:51 PM 0
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Not really. As you can see at this page https://docs.unity3d.com/ScriptReference/TextureImporterSettings-rgbm.html encoding simply packs values in the range [0, 8] to values in the range of [0, 1]. Then, in the shader, to obtain values in the original range, the DecodeHDR function is used. However, my values can be negative, therefore not in the range [0,8].

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