Channel Split
The opposite of channel packing. When you inherit a packed texture and need one channel on its own to edit, check or repack in a different order, this pulls each one out as its own grayscale image.
Each output is a straight copy of one channel, with no color conversion, so what you see is what was stored. Alpha comes out the same way, which is usually how you recover a height or detail mask someone hid in there.
Which channel is which in an ORM map?
Usually red is ambient occlusion, green is roughness and blue is metallic. Unity mask maps use a different order, so check before assuming.
Can I repack them in a different order?
Yes. Split them here, then feed the individual maps into the ORM Packer in whatever order you need.
Related: ORM Packer · Rough ↔ Gloss · Levels