Unpack Min/Max in Texture Properties?
What is the correct option to change the numerical output value of black within my texture? This used to be called the Unpack Min/Max options in Ue3. I've noticed a similar control for Min Alpha, Max Alpha, but because of the name, sounds like it only applies to the alpha? Additionally, setting these values yields no results in my texture sampler's output.
Specific example: I'm trying to use a texture as a vector field within my material. (UV directions only). If I want to compress this as a normal map, the engine correctly outputs values normalized from -1 to 1, but I'd like to use my blue channel for something completely different, so I'd rather retain my image compression.
Is it best to simply eat the cost of the multiply and add in the fragment shader to shift my color spectrum from 0 to 1 into -1 to 1 space?
Thanks a ton! Keith
asked Sep 29 '14 at 03:58 AM in Using UE4
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