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.
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.