Doing some baking, and discovered that an RGB image texture node outputs the color, alpha premultiplied (v2.83). Since some of my alpha is 0.0, this is an irreversible operation. (Even if I wasn’t, it involves a loss of precision.)
I don’t see any options here, but maybe I missed something? I’d rather not make an additional copy of my texture image without any alpha on it. Is there some way to get an image texture node to just give me the RGB values without premultiplication?