I've been thinking of a way to pack multiple splat maps into a single RGB channel. My thought is that given the full range of 256 values, we can pack multiple masks into a certain value range. For example, for a 3 mask set up in 1 channel: Mask A would exist between 0 and 85, B would exist between 86 and 170, and C would exist between 171 and 255. This would allow for an RGB texture to contain more than 3 masks (1 for each channel), the only limiter being the granularity/transition between masks (ie: range allocated for each mask).
Has anyone attempted something similar? Or even better, got something hooked up in Shader Forge or another node based shader editor?