Solo-dev-guy here and had a couple of hopefully easily-answerable Qs. Wondering if the community can help me out?
1 - In my travels, I’ve seen it stated in a few places that the alpha channel of a texture-sampler is slower or incurs significantly more overhead to sample it or RGBA vs just a RGB sample. Is this true?? I’d love to pack a couple textures into a free alpha channel and I can drop a whole texture-sampler altogether (2packed RGBA vs 3 RGB). Is this a worthwhile exhange?
→ Per darthviper alpha-channel is just another channel w/attendant overhead;nothing especially extra for using it and of itself.
2a - What IS the flat normal for Unreal. I believe it is .5,.5,1]??? Plz confirm.
2b - Given that assumption, I came up with this way to tweak a normal. I get I can futz with the RG channels OR B channel to get the same thing; there a no-no to this method?
Thanks in advance for any insights.
EDIT - One more Q: is there a preferred channel/sampler-type to hold a displacement/heightmap? I’ve seen the file/compression formatting, but what would be the ideal slot to ensure maximum fidelity?