Yeah, just looking through the include files. Although if you hover over the input slots in the editor, then it'll tell you in the tooltip what texture channel it derives the information from (they aren't automatically generated - it's just written out in the custom shader inspector). UnityStandardInput.cginc has the…
I ended up created a tga file and using the Alpha Channel to define whats metallic and whats not..... If I am creating a metallic texture to define whats reflective and whats not. Why doesnt the rgb define that? Whats the point of having to create a alpha channel in photoshop and storing the metallic information in there?…
You've got metalness in the red channel, ambient occlusion in the green and glossiness in the alpha (inverse of roughness). So you can store all that in the one texture and plug it in to both the slots. Generally referred to as a material texture (I think, dunno what else) which stores all the scalar channels that define…