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Channel packing textures for Unity LWRP

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I wonder if anyone could offer some guidance regarding preparing textures for Unity Lightweight Render Pipeline.   The materials in Unity consist of an Albedo, Normal, and a channel packed texture consisting of Metallic/Occlusion/Smoothness in the R/G and Alpha channel.  No idea why the other 2 are skipped.  Does this look like the correct approach?  Thanks for any help.



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I think the channel packed texture is set this way to be compatible with the standard  unity metallic map (metallic/smoothness ).

Albedo and normal cannot be packed because they use 3 channels.

so the only map that can be packed into the metallic map is the AO map.

this should be the setting for exporting:



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