i have a idea =)
your 4 textures:
RGBA, RGB, RGBA, RGB
size:
512x512
combine
RGBA + RGBA
RGB + RGB
texture 1 with 2:
1024x512
texture 3 with 4:
1024x512
and in shader scale in tex2D, X with 0.5
and if you want use mip's
all 4 texture in one:
1024x1024
and scale in tex2D Y with 0.5 too
(i think mips need same x and y size. right?)
edit:
ent texture 1 = 512x512 your sub surface map with the UV
ent texture 2 = texture 1+2 1024x512
ent texture 3 = texture 3+4 1024x512
ent texture 4 = free
positive:
its work ^^
negativ:
reading biger texture / need more performance
i dont know.. what is faster? read 2 texture in 512x512 or one texture in 1024x512?...
edit2:
or:
ent texture 1 = 512x512 model color texture
ent texture 2 = 1024x512 texture 2+3
ent texture 3 = 1024x512 texture 4+5
ent texture 4 = free
Last edited by tagimbul; 09/12/17 20:32.