I was thinking that I know very well Cycles Render passes, but not. Can someone explain Me (I was searching on web, but with no success), why Glossy direct pass is taking texture into consideration? Not environment, but texture on object?
This is an example (apologize for that simple texture). So in this case, We are unable to use Blender UV pass? Because if, I have to render a product, and 2 identical (in UV space) textures. And I like to use UV pass to just change Diffuse Color pass, I can't? Because Glossy Direct will deliver something from original one?
Also it's not taking the color information, but only value. So Glossy pass is taking into consideration BW version of original texture to somehow deliver reflection inforamtion? It looks like that, or this is a Blender bug.
Tested on normal Glossy shader mixed with diffuse, on Principled, on CynicatPro shader, always the same behavior.