Hello,
As you know the Standard (Specular setup) used in Unity by default is using the Alpha of the Specular file texture to define the glossiness. is there any way to change the shader to just use them separately in 2 different 8 bit PNG file that could be more optimized than one RGBA file ?
(I also got trouble using the Alpha from Substance Designer.)
And also, i want to use an Occlusion Map, but i want to define the UV Set 1 to be used instead of the uv Set 0.
Making some modification of that shader look’s so tedious to me as i’m just a 3D CG artist not a programmer.