I have textures that use the same Standard shader in opaque rendering mode, but each texture has different metallic values. Naturally I’d like to use a single material but different metallic values means I have to have a different material for each value. Is this as good as it gets or is there a trick I’m missing? I thought of perhaps hijacking a few bits off the green color from the textures to represent the metallic values and create a custom shader that can extract the metallic value from the green channel, but there may be a better way.
Any thoughts?