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,…
As mentioned, use lossless formats for authoring textures (PNG or TIFF are most common if you want compression and 16bit precision). The engine will handle compression. Never use JPEG for anything except uploading to the internet. All of what follows varies depending on the exact compression method used but generally holds…
I wouldn't really mind going beyond 8bits for the AO, Albedo and Metallic, so that's why I think .jpg is worth the fit (but for the Normal Map it's a different story) 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…
Depends on what your jpg compression level looks like. If I don't have to care about the file size and want maximum quality I go with png. Otherwise you might want to choose another import format like jpg if it fits your needs.
You might not want to use jpg if you prefer to get the highest possible quality. 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…
Best bet is to author in uncompressed and let the engine do the compression. 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