Good evening, guys... it's been a while since I posted here, but after diving into Substance Painter last night to give a project a much-needed spit shine, I ran into an issue that involves creating user channels for texturing. I have authored a skin shader in Unity that uses Subsurface Scattering and I needed to make two textures for the shader (And Epidermis and Subdermis map) and I had to copy each parameter by hand to ensure the channels matched up (this needs to be a feature to copy data from one channel to another). Unfortunately, the difference in colour was very evident, especially when compared to the base colour. Both channels are set to sRGB
Epidermis Map (before desaturation)

Subdermal Map (Before Saturation)

And a video demonstrating this:
https://twitter.com/i/status/1067062230053806081Hopefully, someone has run into this issue and has a solution because I will be also be using this in Modo... I could have taken this in Substance Designer, but I enjoyed the process.