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Normal maps creation
I searched the forum but only found issues with repacking normal maps at runtime. My question is more basic.
When should we create normal maps to use with spine objects in unity? Should we create them by editing atlases of main textures in Photoshop?
Or do we need 2 sets of images, one for the main textures and one for normal maps, and then make 2 atlases from them using spine?
DarkTI ha scrittoI searched the forum but only found issues with repacking normal maps at runtime. My question is more basic.
When should we create normal maps to use with spine objects in unity? Should we create them by editing atlases of main textures in Photoshop?
Or do we need 2 sets of images, one for the main textures and one for normal maps, and then make 2 atlases from them using spine?
I don't suggest using the generated atlas (after you've done texture packing) to 'trace over' to create the normalmaps. It would mean that if you changed something on your original images, and had to run the texture packer again, that the normal map atlas you painstakingly made would no longer match up with the new texture atlas.
This is my workflow:
1) Create the spine character as usual, with a spine project and an "images" folder
2) Use the program Sprite Illuminator to create the normal maps (individual normal maps for each image file) into its own separate folder
3) Use Spine's texture packing to pack the original images into its own atlas, and then pack the normalmap-images into their own atlas. You can use the Texture Packing option in the menu in Spine, or you can use command line to do the texture packing. Learning the command line setup takes a bit but it can save a lot of time/headache if you set up .bat file scripts to do the packing.
I wrote a little overview of the process halfway down this post: Use Premultiplied Alpha when texture packing normal maps?
I know its a lot of information, lol - if you have any questions I'd be glad to help
Also - that guide was for the 'Experimental' 2D Renderer in Unity, for the new 2D Lights setup, just FYI
I see, thanks for your answers.
@[cancellato]
As far as I know, 2D Lights (even in 2020 unity version) performance is bad. Many people on unity forums complain about that since unity 2019.2. Hence the "experimental" name, even unity devs admit they didn't do enough optimization.
Did you encounter any issues in your project?
DarkTI ha scrittoI see, thanks for your answers.
@[cancellato]
As far as I know, 2D Lights (even in 2020 unity version) performance is bad. Many people on unity forums complain about that since unity 2019.2. Hence the "experimental" name, even unity devs admit they didn't do enough optimization.Did you encounter any issues in your project?
There was originally an issue where each Layer you had would create its own LightMap (meaning having layers just to keep things organized = worse performance), which was really bad. I made my own workaround for that, but from reading recent patch notes they have fixed that. The fix might have been in 2020.2 beta, can't remember.
I'm not sure the performance of using Unity's 3D lights in a 2D project so I can't directly compare. I'm also making a high-def 2D game for PC so I'm not testing on any mobile devices. On PC it seems okay, haha
I've also read several posts from the Unity Devs working on the 2D Renderer that their #1 priority has been performance (probably for the past like 4 or 5 months). So we're continuing to use it.