Hi Mikhail!
Thank you! I should clarify, my apologies.
I’m really wondering when do we need to separate the channels as opposed to simply routing them directly into the shader (without separating the RGB channels). I suppose it just depends on the application?
After researching a little bit more, I think what I’m referring to is PBR (gITF 2.0 standard) vs Baked Textures. And I may have just answered my own question :)
So for highly interactive applications (like the City sample), one would use the Separate RGB method. For more of visual focused application that would need PBR materials, one would use the Verge3D PBR. Am I think about this correctly?
Again, thank you! :)
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