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Unity Shaders and Effects Cookbook by Kenny Lammers

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Packing and blending textures

Textures are also useful for storing loads of data, not just pixel colors as we generally tend to think of them, but for storing multiple sets of pixels in both the x and y directions and in the RGBA channels. We can actually pack multiple images into one single RGBA texture and use each of the R, G, B, and A components as individual textures themselves, by extracting each of those components in the Shader code.

The result of packing individual grayscale images into a single RGBA texture can be seen in the following image:

Packing and blending textures

Why is this helpful? Well, in terms of the amount of actual memory your application takes up, textures ...

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