Public release is still December. Testers have a new Steam beta. Unity 2D Sprite-Lit has no specular map and no AO map. It has a Mask Map.
What the file is
When the export target is Unity, ticking Specular or Ambient occlusion writes one _mask.png beside the normal map, not two grayscale files.
- Red is specular. Point additive lights at Mask (R).
- Green is ambient occlusion. Point multiply lights that should respect AO at Mask Texture Channel Green.
- Blue and alpha stay white on the sprite, so a light that happens to read them is not blacked out.
- Empty canvas is black. Off the sprite there is no light to mask.
Import it as Texture Type Default, sRGB off, and assign it in the Sprite Editor under Secondary Textures as _MaskTex. The same steps, with a table of channels, are at totallynormalmapper.com/docs/exporting.
Height is still its own grayscale file. Sprite-Lit does not sample a height map.
Godot, Unreal, OpenGL, and DirectX still get separate _ao and _specular files. The Spec and AO views in the editor are still grayscale. Packing happens at export.
For testers
If the app is already in your library: Properties, Betas, select the beta branch. The About dialog should read 1.3.1.
This is not a freeze. More will land before the public build.
The knight sprite is from rodrigodmoreira/nmap-generation and is used under the MIT License.
