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.