Metallic Standard Shader Texture packing

polycounter lvl 3
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echofourpapa polycounter lvl 3
I noticed something in the Standard shader that surprised me. The Metallic Map uses the R channel for metalness, A for gloss/smoothness, and G and B channels are ignored.

But both Height and Occlusion both use the G channel only, and ignore RBA.

Would it make sense to change one of those to B so that a map can be packed as such:

R: Metalness
G: Occlusion
B: Height
A: Smoothness

It seems that having both Occlusion and Height on G is a bit of a waste because it requires them to be individual textures.

If there something I am missing as to why both are on G, or was one supposed to B from the get go?


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