sRGB8 baseColor gets split to 16 bit per channel diffuse and specular on export (png)
When the baseColor channel is set to sRGB8 and the exporter is set to PNG (16 bit max), exporting to a format such as PBR Spec+Gloss splits the baseColor map into diffuse and specular maps that are each 16 bits per channel. This is a waste as the baseColor was only 8 bits per channel to begin with.
It would be nice if the default behavior were to use the bit depth of the baseColor map for the newly created maps. Adding 8bit png do the format dropdown would be an added bonus :)
You can now choose the bit depth at export time.
Ryan Massiah commented
To add to this. I'm using Substance Player to export sbar bitmap images. And I noticed that all of my passes come out at various bit-depths, if I export a PNG. Any way to keep everything the same?
Is there a way to force an export of PNGs as 8bit at all at this time? Unity3D doesn't recognize them so I have to convert in Photoshop to get Unity to import them.
I fully agree with your idea.