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defining encoding and color spacea
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idorurez committed Aug 20, 2019
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Expand Up @@ -22,6 +22,16 @@ Some proven real-world applications for this information:
2. Specify a separate UV channel (texCoord), to vary the new texture texel resolution with respect to the texture it's being applied to.
3. Modulate the intensity of a lightmap, dimming or increasing it's effect.

## Color

### RGB

Color is stored in the RGB channels, with no accommodation for an alpha channel. No restriction is placed on the the values.

### Color Space

We'll refer to Unity's guidelines regarding Color Space: "When Linear Color Space is used, the lightmap texture is marked as sRGB and the final value used by the shaders (after sampling and decoding) will be in Linear Color Space. When Gamma Color Space is used, the final value will be in Gamma Color Space."

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@idorurez

idorurez Aug 20, 2019

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Thank you, that's a much better way to go about it.


## Specifying Material extension

The data is defined as an optional extension to a glTF `materials`, by adding an `extensions` property and defining a `FB_materials_lightmap` property with a `lightmapTexture` node inside it:
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