var mat = new BABYLON.StandardMaterial("mat", scene);
mat.emissiveTexture = new BABYLON.Texture("https://assets.babylonjs.com/textures/green-door.exr", scene);
By default the system generates 16bits floats but you can ask for 32 bits with this code:
Ill try native exr lightmaps, with all the different compression options and see if that is better than what I can do packing RGBD into a 8bit per channel PNG
Last Question … So basically I just use lightmapTexture as always, I am just pointing to a EXR file rather than a png or whatever… Or is their a flag or anything to set when you want to ensure EXR encoding ?