Yeah, Ive used this new shader graph for a few custom shaders. My main dilemma now is do I create a Master material, like in UE4, and convert all materials over to this new material while also having to re-export all my textures with packed RGB. Theres a lot of textures...ugh.
trying to find the best solution for texture packing with Unitys Standard Shader and I can't seem to find a way to do this any other way with the Standard Shader. The way Im used to in UE4 makes much more sense than how Unity handles it right off the bat. What is the best way to pack my color, roughness, metalness, ao and…