I'm currently investigating texture channel packing and am noticing some differences in visual results based off of weather a texture is packed in an R, G, or B channel vs. the Alpha channel. Is this an expected outcome?
Below is a test I've done with different texture channel packs for Smoothness
The materials are all running the exact same Albedo, Normal, Metal, and Occlusion maps
The test for A, R, G, and B are all running texture maps exported from the same PSD source file. Each map only includes information in its respective channel (ie: R only contains Smoothness information in the Red Channel of the texture, and nothing else in all other channels)
All textures are .tga, 2048x2048. R, G, and B are 24-bit images, while A is 32-bit (to allow for alpha channel exporting).
Anyone have any insight here?