Harald wroteSounds like a cool feature! 8) Just be sure to not change the original atlas texture but a copy of it, otherwise all instances will be changed as well π.
A suggestion on the side: you might want to edit the pixels of a gray-scale damage-mask texture instead of the original high-resolution atlas texture. This damage-mask texture, which can be of much lower resolution, could then be used as a blend factor between the normal atlas texture and a completely damaged version of the same texture.
Thank you very much! I still couldn't do it with atlases and attachments, but I managed to do it with Mesh Renderer π
Harald wroteSounds like a cool feature! 8) Just be sure to not change the original atlas texture but a copy of it, otherwise all instances will be changed as well π.
A suggestion on the side: you might want to edit the pixels of a gray-scale damage-mask texture instead of the original high-resolution atlas texture. This damage-mask texture, which can be of much lower resolution, could then be used as a blend factor between the normal atlas texture and a completely damaged version of the same texture.
Hi! I'm still working on the script and now I'm trying to edit only the area of the atlas that I got into, but there was a difficulty on this page Atlas export format there is a Bounds parameter, but this is what I do not find in the AtlasRegion class, by the way, all the listed parameters on this page of the site are there, namely, there are no Bounds and it is very necessary Where can I get it?