Hi, I have a question that may sound stupid.
Starting with a simple example, say I have a raw texture that I want to tweak. Maybe I want to multiply its red channel to the roughness or something. You get the idea.
In a lot of materials shown by Epic or on the internet, I see a lot of such tweak is done in the material shader of the engine. I assume this kind of shader calculation would have negative impact on realtime performance for our game.
So, why can’t we just use photoshop/substance designer to do such tweak, output a texture file, import it to the engine, which is only an one step calculation in the material shader. Isn’t this method less costly for realtime rendering?
I’ve attached a picture to explain: