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Changed things to implement correct usage of RMA (or MRA) textures #4678

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Plasmakatana
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RMA (MRA) textures provide Red channel for Roughness, Green channel for Metalness, and Blue channel for Ambient Occlusion.
Made changes to this example to implement this texture correctly.

RMA maps store Roughness as Red channel, Metalness as Green, and Ambient occlusion as Blue.
Added functionality to use these maps for accurate pbr materials.
RMA (MRA) textures provide Red channel for Roughness, Green channel for Metalness, and Blue channel for Ambient Occlusion.
Made changes to this example to implement this texture correctly
@raysan5
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raysan5 commented Jan 10, 2025

@Plasmakatana I checked the shader and it expects to receive the MRA combined in a single texture.

@raysan5 raysan5 closed this Jan 10, 2025
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