I’ve been struggling hours with a problem on hooking up bump offset using texture packing. I am texture packing Roughness, Metallic, AO, and Height into the corresponding RMAH texture parameter and want to use the alpha channel as the height data. The problem is I cannot simply just use the same texture sample and loop around. I’ve been trying to figure out how to add in UV Coord data later on as a way to circumvent this issue but haven’t found any resources. I’d hate to have to use a whole separate texture sample, regardless of the whether its shared:wrap or not just to have this set up. On a side note, I am using the same node structure in this material in a material function as well in order to be able to have a material set up with different material layers using a RBGA mask, so optimization is really crucial here.
Any ideas?
Thanks!