If I make a control texture that uses the red, green, and blue channel for different aspects of whatever I am controlling, features from one channel are visibly effecting another channel. There is no texture import setting that does not cause this problem. I have yet to try using an image that has been downloaded by the WWW class.
Is there a way that Unity can store a PNG image and load it into a Texture2D without screwing with the channels in any way? Its ok if there isn’t much precision, I just want the individual channels to stay intact.