Support AO maps
nwpointer opened this issue · comments
Shouldn't this already work? given that there is a UV2 present in the geometry, the splatmaterial should support AO or lightmaps given it extends from MeshStandardMaterial, i thought this was the entire point almost?
Or should splatmaterial extend from MeshPhysicalMaterial?
Is enabled in 0.7.2, see example folder for details