Tutorial: Channel Packer

This documentation is for update 2.0+, applied to 5.4+.

Pack your mask textures into one singular texture.

  • Full functioning texture packer with RGBA input slots

  • Choose which RGBA channel to input per texture

Open the Texture Tools via the SHADERSOURCE menu.

Add a Channel Packer Job to the queue.

Select the three-four textures to be blended together (click the texture input or use the button up the top to use the selected asset from the Content Browser).

  • TEXTURE A will be mapped to the Output Texture's Red channel.

  • TEXTURE B will be mapped to the Output Texture's Green channel.

  • TEXTURE C will be mapped to the Output Texture's Blue channel.

  • TEXTURE D will be mapped to the Output Texture's Alpha channel.

The status should change to Ready.

Texture D (Alpha) can be enabled or disabled as needed.

Select the channel from each Input Texture that you want to add to the Output Texture.

In this example:

  • Channel Slot A = G;

  • Channel Slot B = G;

  • Channel Slot C = B;

  • Channel Slot D = A (but is disabled).

This means that the Output Texture will use these channels:

  • The Output Texture's Red Channel = Texture A's Green Channel;

  • The Output Texture's Green Channel = Texture B's Green Channel;

  • The Output Texture's Blue Channel = Texture C's Blue Channel;

  • (If it were to be enabled) The Output Texture's Alpha Channel = Texture D's Alpha Channel.

Modify other parameters as needed.

Click Run.

The tool will now run the job and output the new texture to the Output Location. It will also export to disk if the Export option is selected.

When jobs are complete, clicking the button at the end of the Status bar will browse to the output texture in the Content Browser.

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