Allows you to input any RGBA bitmaps to be split into red, green, blue, or alpha grey scales for use with masking. (ie: positional maps, world space normals, and ID maps that are baked in 3 axis/hue shift mode)
Now you don't have to bake an individual axis, export it, and re-bake the 3 axis version of the map, and then import the grey scale to be used separate from the project tab textures
Added: Tiling on X and Y
Uploaded: about 3 years ago
Updated: over 2 years ago
File Name: Matteo_RGBA_Split_Filter_3....
Size: 2.63 KB
Sorry for the delay, X and Y tiling have now been added.