Texture Toolkit: Channel Packer (ORM, Masks, Swizzle)
Pack separate grayscale maps into the RGBA channels of one texture: ORM, URP mask maps, or any custom layout. Per-channel source selection, inversion, and one-click presets.
by OccaSoftware
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Texture Toolkit packs your separate grayscale maps into a single texture, so your shaders sample one map instead of three or four. Fewer samples, less memory, same result.
Any channel from any source. Assign a texture to each of the R, G, B and A slots, and choose which channel to read from it: red, green, blue, alpha, or luminance. Any slot can also be a constant 0 or 1 when you do not have a map for it.
Invert per channel. Flip any channel on the way in, which is what you usually need when converting between roughness and smoothness conventions.
One-click presets. ORM (occlusion, roughness, metallic), URP mask map, and a clear preset to start over, so the common cases take a single click.
Output on your terms. Keep the source resolution or force a fixed size from 256 up to 4096, and choose linear or sRGB. The importer settings on the saved file are configured for you, so the packed map is not accidentally treated as color data.
No Read/Write required. Source textures are sampled through the GPU, so you do not have to go and tick Read/Write Enabled on every input first.
Editor tool: Window > OccaSoftware > Texture Toolkit. Saves a PNG into your project.
Includes documentation.
Supported: Unity 6.0 LTS and up.