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…
Well, if you just need one channel of data (a grayscale image) then you would probably want to use BC1 texture compression (DXT1). This is a lossy format, it adds errors when it compresses the file size. Because of the way BC1 is compressed, you get less errors in the image if you use just 1 channel and blank out the other…