Baked Textures
A Baked Texture is composed of Texture Instructions that allows it to be built in whichever way you desire.
Properties of a Baked Texture inside of a Baked Material
Fields
| Field | Type | Description |
|---|---|---|
| Baked Texture Name | Text | Name of the baked texture. This will be placed between the Template's global Prefix and Suffix in the exported name. |
| Use Past Baked Texture Name | Text | Allows to reuse a past baked texture without rebaking it and causing duplicate textures in the Project Files, saving on video memory and baking time. If a name is set, all other settings underneath this except for "Shader Property" will be ignored and will use this texture's settings instead. You can bake additional textures on top of this one, but this will create another file, thus requiring to set a name. The selected baked texture with the corresponding name needs to be baked before this one. |
| Type | Enum | Mainly used for naming the exported baked texture (like adding "_col" or "_emi" at the end of the name). |
| Shader Property | Text | Name of the property on the exported Material's Shader that the texture will be assigned to. If this field is kept empty, the Baked Texture will be created and saved to disk but not be assigned to the material. It will be kept for exclusive usage of the Reuse Baked Texture feature for other materials. |
| Initial Texture Color | Text | The initial fill color of the texture. Supports setting the alpha channel to 0 to start with a fully transparent texture. |
| Texture Import Settings | TextureSettings | The Texture Import Settings that will be set on the final bake. These are all the exact same fields that can be set by clicking a Texture file in the Project tab and checking the Inspector. |
| Texture Instructions | List<> | The Texture Instructions that will bake the final texture. They are baked in order from top to bottom (first one at the top of the list to the last one at the bottom). |