No, and there won’t be unless Unity decides to allocate time. Instead you will pack them using substance, or art package or utility as above OR just use shader graph to route the channels of interest.
I recall Unity talking about various options for this but I don’t think anything concrete came of it.
I think that the best way to create a .png smart mask is by using Substance Painter. (If you purchase now is perpetual. Later will be only subscription)
Hello guys,
I noticed this thread is some months old but I used gimp for that and it works pretty convenient. Just wanted to share it here.
I used it for terrain layer mask map (Unity - Manual: Terrain Layers) with RGBA beeing metallic, AO, height and smoothness (in that order).
If you have all your grayscale layers open in gimp, you have to do Image->Mode->Grayscale, otherwise the composition wont work. Then go to Colors->Components->Compose and select the right layer for each channel. Thats it!
In my case I had a roughness map instead of smoothness so I simply inverted the grayscale layer.
Note: with mask maps you’ll want to import them with sRGB unticked or will get incorrect rendering. And don’t forget that .a is never imported as sRGB, it’s not corrected (in case packing say, smoothness into albedo .a), so you can rely on alpha being imported as linear.