Hi,
Quick question… I’m trying to bake a heightmap into the alpha channel of the normal map (basically trying to optimise my landscape material to only need two texture samples for each texture (base/colour with roughness alpha and normals with heightmap alpha). But finding a snag… If I set the normals texture asset to use default rgba compression and a colour texture sampler, I get a weird sheen/desaturation on the landscape (see link below), but if I set the normals texture to normal map compression and a normal texture sampler it removes the alpha channel data in compresssion…
Does anyone know if there’s a way to use the default compression/colour texture sampler for a normal map without getting the normal discolouration? Any help would be really appreciated.