Hi
I’m writing my own shader using shader graph (Unity 2020.3.14)
I want to support albedo / normals / metallic / roughness / occlusion / emission / opacity
I got everything to work, but :
I know that the common practice is to read the red channel of the metallic texture. Right now I’m doing it this way :
But while reading this very interesting documentation about substance software (https://substance3d.adobe.com/tutorials/courses/the-pbr-guide-part-2) I felt on this :
which lead me to think that I should use all 3 channels of the texture and not only one
But while trying to do it, here is what happens :
So I’m kind of confuse about what is really happening at the end. Is there a way to somehow change this metallic input in the fragment shader ? As it seems to take only one value as an input and not a rgba vector.
Am I misanderstanding the substace documentation ? Or shader graph ? Or both