its pretty straightforward to implement and can significantly improve performance since you're cutting an awful lot of per pixel maths out of the node that handles drawing/blending when you just pass position etc. in. the one gotcha is that designer filters everything so I always quantize my UVs when sampling from LUTs…
It's what I managed to get packing height, two UV gradients and 10 ID integers into single gray floating point channel . UV gradients are unusable unfortunately . it's like a short blanket . You draw it to cover height and gradients are bad . You make one gradient ok and the second one gets super stepped. I used same idea…