There's actually a lot of code involved in checking if all textures use
the same transform or coordinate set, especially when considering all
fallback variants and potential future expansion with separate texture
offset/scale/rotation attributes.
A lot of the complexity was thus hidden in plugin implementations, which
were each trying to find a common value for all textures to save the
user from doing the same. All that code can now be removed and left up
to the material APIs themselves -- now it's just about checking
hasCommonTextureTransformation() and then retrieving that one common
transformation, independently on how the material actually defines it.
Turns out glTF doesn't actually put metalness into R and roughness into
G, even though the naming suggests that. This was done originally, but
then they changed that in order to be compatible with UE4 and allow for
a more efficient storage of an occlusion map.
Because this feels extremely arbitrary, the docs have added rationale
for each of the packing variants, and I'm also renaming the packed
attribute and checks to imply the red channel isn't used.
Well, "basic". Practically mirrors glTF PBR materials:
- builtin metallic/roughness
- the KHR_materials_pbrSpecularGlossiness extension
- extra normal/occlusion/emission maps
- exposes the implicit metallic/roughness and specular/glossiness
packing, but also allows separate maps with arbitrary packings as
well as two-channel normal maps (instead of three-channel)
- provides convenience checks for the most common packing schemes
including MSFT_packing_normalRoughnessMetallic and the three variants
of MSFT_packing_occlusionRoughnessMetallic
- teaches PhongMaterialData to recognize packed specular/glossiness
maps as well
Next up is exposing at least one layer extension, and then I'm done
here.