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thanks for the quick answer.
Fun fact, the asset compiler actually merges the texture maps to different channels in the resulting .vtex textures.
i'd just like to know something:
do i really need a texture file for every single shader effect (specular, metalness, ao etc.) as a standalone image or is RGB usgae supported? like for example having the metalness map in the alpha channel of the albedo or the ao in the blue channel of the normal map. or like an entirely custom made masking psd/tga for different effects as a pre-setup for further usage on other assets.