Context: I want to create a shader in Unity with the metallic workflow to keep the AO, Metallic and Roughness map in one single RGB .jpg map
However, I have trouble to decide which texture should be in each channel. I don't think there would be any difference, but it gets me wondering, for instance, why it is named RGB, and not GBR. Is it simply an arbitrary choice or is there some logic behind the order R, G, then B? Does the order have any kind of impact on the processing of the textures? Thank you.
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Also note that the game does not use the jpg format. It does use whatever you set in the image compression settings
And finally these compression formats might indeed use different compression settings for the different channels. You can find out by asking the internez about them.
Ahh the internez did came to you..
https://docs.unity3d.com/2019.2/Documentation/Manual/class-TextureImporterOverride.html
And since, like you pointed out, everything is compressed in the end, are two file formats with the same bit-depth and same channels going to have a different output in the end? (From the link it seems like it doesn't take into consideration the file format when compressing)
Perhaps the only difference of using different file formats in this case, where the bit-depth doesn't have to go beyond 8 bits and the channels are the same , is the file size, which still shouldn't change the impact on the game because they all would go under the same compression, right?
Depending on the compression, different channels can get compressed differently. Gets a bit technical, but you can dive into it here http://wiki.polycount.com/wiki/Normal_Map_Compression