Or can someone explain how I might map a "mask" texture to one that is packed in an atlas? The UVs would not align so my simple shader test for that will no longer work.
Say for example I have greyscale clothing piece in my skeleton. I get access to it via a slot node and want to create a custom shader which reads from a mask, which is just red, green, and blue values in certain spots, to recolour the clothing. So I can say, wherever there is red in the mask should be purple tint in that area on the clothing.