Channel packing is extremely common in game engines these days, however was not available to Cogwheel Chronicles until now.
I’ve adopted the ‘MRA/RGB’ pattern, in that the PBR metalness texture is stored in the Red channel of the ‘packed gloss’ texture, roughness/gloss goes into the green channel and baked AO into the blue channel.
Three textures now packed into one, saving video memory during game play. PBR textures can still be authored separately, the engine can upload these and pack them appropriately on run.
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