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As a way to save memory with lightmaps, a variant of DXT5/BC3 uses RGBM instead of RGBA to encode HDR content.
http://www.ludicon.com/castano/blog/2016/09/lightmap-compression-in-the-witness/
In a shader it would be reconstructed as:
float4 data = Texture.Sample(sampler, uv); data.rgb = data.rgb * data.a * 5.0; data.a = 1.0;
The text was updated successfully, but these errors were encountered:
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As a way to save memory with lightmaps, a variant of DXT5/BC3 uses RGBM instead of RGBA to encode HDR content.
http://www.ludicon.com/castano/blog/2016/09/lightmap-compression-in-the-witness/
In a shader it would be reconstructed as:
The text was updated successfully, but these errors were encountered: