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Fixes #433 - Recreates Z Data Based on Normal Map Encoding#457

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KSPModStewards:devfrom
tvralph:issue-433-dxt5-normal-maps
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Fixes #433 - Recreates Z Data Based on Normal Map Encoding#457
tvralph wants to merge 1 commit into
KSPModStewards:devfrom
tvralph:issue-433-dxt5-normal-maps

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@tvralph tvralph commented May 18, 2026

Addresses #433. Logic detects which type of normal map has been provided (e.g., DXT5) and recreates the Z component from the Unity Color class. Each file type stores Z information in a different way (or not), and it can be accessed directly or recreated based on how the information is encoded in the Unity Color class.

Issue #433 has been cited as the source of the white visual maps when using Sol (#435); however, the issues are distinct. The white maps in Sol are a shader name issue and a default to the "white" map color when nothing else triggers. (See #455). Likewise, this is also not the source of the teal/white biome colors that occur when a map is grayscale (See #452 & #456).

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