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Minimizing texture sampler for blend weight

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Hi, Storing mask values in a simple texture (using rgba channels) is memory consuming and if I have more materials I need more mask textures in the shader. The maximum sampler count is limited. Sparse atlas texture can help, but I'm wondering if it is possible to mix or reuse the channels of ordinary rgb texture, so that more materials can be blended.

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This topic is 3098 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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