So, Tech artists out there, I'm actually curious, when working with Packed Roughness Metallic Ambient Occlusion in a single texture, shouldn't you technically always put either your roughness or your ambient occlusion in the green channel?
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I've personally seen artists (that had previously shipped X360/PS3 titles with the following pipeline) put roughness maps in the Alpha channel of a texture using DXT1 (1bit in Alpha) and wondering why it looked horrendous...
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Yeah oof I probably wouldn't do that
for dielectrics (if I definitely don't need a bespoke metalness map) I'll do albedo with roughness in alpha (DXT5) and normal with AO in blue (DXT1) to save on texture fetches and overhead from binding SRV objects
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