I’m currently in the process of creating some decal sheets, and was wondering if there was any way to prepare it in a way that I could potentially use all 4 texture channels (R, G, B + A) all feeding into one base colour and alpha. I’ve got this working with 2 texture samples currently using StaticSwitchParameters, but short of using some really finicky logic I don’t really want to have a nest of parameters that other people may not be able to read so well.
Basically the setup I’m looking for is…
A single 32-bit TGA file with various texture sheets (each sheet is also being used as the alpha):
R: Sheet 01
G: Sheet 02
B Sheet 03
I would like to pop these individual channels into some sort of user specified selection where either R, G, B or A can be selected to be fed into the opacity and base colour options so these can be used independently in material instances, without someone having to work around true/false logic.
As previously stated, I have this working with 2 channels already but it is a true/false parameter as opposed to something that can just be selected by the end user.
Any help or guidance you guys can provide on this would be greatly appreciated!