- ATI2 - OK, blue channel RGB = 255,255,255 (this is how normal map should look like);
- BC5U - OK, except that blue channel is inverted (RGB = 0,0,0), so it's "yellow". Hexedited header from BC5U to ATI2 makes blue channel back to RGB = 255,255,255. This makes some sense - DirectXTex code snippet from Github:
Code:
if (MAKEFOURCC('A', 'T', 'I', '2') == ddpf.fourCC){return DXGI_FORMAT_BC5_UNORM;} if (MAKEFOURCC('B', 'C', '5', 'U') == ddpf.fourCC){return DXGI_FORMAT_BC5_UNORM;} if (MAKEFOURCC('B', 'C', '5', 'S') == ddpf.fourCC){return DXGI_FORMAT_BC5_SNORM;}
- BC5S - some wierdo...
In attachment you'll find DDS files from preview below.