I have a shader that takes a mask texture as a uniform, however the mask texture currently lives inside of my atlas.
Is there a way to create a new Texture2D from my texture atlas that refers to the mask portion (so I can keep everything in one big atlas.png file), or do I need to separate the mask texture from the texture atlas so I can load in the mask as a different Texture2D (creating mask.png and atlas.png files)?