You are right, usually if you are going to use a ready to use material function accepting a T2D you will need to rewrite it in order to be able to have the functionality and apply it to a packaged texture. Note that the compression used for each channel is different, so there are few possibilities on what you can put on each channel. Usual packaged texture place Roughness in the red channel, Metallic or Height in the green channel, AO in the blue channel and sometimes Height on the Alpha channel, therefore the packaged texture receive the names: RMAH (packaged in 4 channel) or RHAO (packaged in 3 channel).