Documentation for "combined maps" in Standard Shader (RGB/Alpha spec/gloss/emission/mask)

In the current documentation of the Standard Shader, the only thing I could find about this was:

“Additionally some of these maps can be in the same texture - e.g. RGB and Alpha channels for Specular and Gloss, or Emission and Mask”

Could you add some info on this to the documentation and maybe, until the next build has that included, also here? I keep on wondering “Which channels can be used for which combinations in which slots” and while it’s good to know that this is possible, the wording of the above statement isn’t really clear to me.

Does RBG and Alpha for Specular and Gloss mean “Specular color is taken from RBG, Glossiness from Alpha”? So Emission also is a color (RGB) and it’s possible to add the Detail Mask on the Alpha channel of the same texture?

Even better than putting this in the documentation: Some of the legacy shaders had this right in the inspector, like Parallax Specular tells me “Base (RGB) Glass (A)” - that’s awesome, I know immediately what I need. Or “Heightmap (A)” which tells me that the heightmap only needs alpha. What’s missing in that case is that Normalmap (RGB) can also have the heightmap included => Height (A).

So I guess what I’m really asking for is that the inspector of the two Standard shaders is improved to give me more information on what kind of maps it expects/supports on which channels.

if you mouse over the texture slots, the tooltip will tell you.

for specular standard shader it is Specular (RGB) Smoothness (A)
for metallic rough it’s weird… i think its like metallic (R) smoothness (A) or something.

I think emission is probably RGB color and A for the emission mask. not entirely sure.

1 Like

Ah, awesome - thank you! Tooltips rock, I can’t believe I’ve missed those!

1 Like