@ Eric - Cool! - I noticed the UDK docs have better shader examples than newer ones @ Pior, I was also considering a horizontal strip, where we would put the albedo on top, and then metalness, gloss etc always vertically below and work with UV offset to sample those, this would save you different sheets for metalness etc…
Actually the UDK documentation example points out all of this right in the beginning, and doesn't provide a real solution either. So it looks like we are hitting the dead ends of packing tiling textures into an atlas.
I just never heard an atlas bein called "swatch". Do you want different tiling values fot all tiles for the detail textures? How many tiles do you have? Do you want it to be dynamic? So for example, for a 4x4 atlas, you would have 16 tiling parameters?
I'm referring to a "Swatches" atlas workflow, where you have a small texture with a grid of x texture properties on it, and then use the UV2 of your mesh to get the texture information by placing the UV islands onto this swatch - so you place the grip of your gun on the rubber swatch (top right number 2 in the atlas per…
The old Unreal wiki explains one of these multi-tile setups https://docs.unrealengine.com/udk/Three/TerrainAdvancedTextures.html#Texture Packing: Implementing large texture tile sets A similar multi-uv method https://polycount.com/discussion/comment/1588220/#Comment_1588220 (see earlier wiki link for additional examples)