If I only have two outputs in the scene. One with diffuse(rgb) opacity(A) and the other Specular(R) Gloss(G) AO(B) should it work in the 3D view in substance or will you only see the results of the output textures once your back in unity? At first glance nether and RGB combined texture as shown above nor opacity worked in…
A quick secondary question I'm a bit confused on how I would go about combining several grey scale texture maps into one output > image. In unreal you could expose the RGBA channels in a node, plug in a selection of different masks and then spit those out into spec/roughness/AO for example Below I've selected the output…
Just wanted to get a bit of information about what kind of, if any, bispoke custom, outputs or shaders can be added into substance / unity pipeline. The example that comes to mind is painted car surfaces, these are very complex surfaces and in the past we have created quite complex, bispoke shaders in unity to deal with…