Feeding a lightmap through the subsurface channel?

My team are pretty deep using glb as our primary format, but it’s come up lately that we need a way to include lightmaps in our projects, however this is not supported natively with glb. So I’m thinking feed it to the subsurface channel, and in blender set a custom property like “subsurface becomes lightmap” on an object, possible a second property to specify which material.(subsurface_as_lightmap = True, or something like this) Is it feasible to tell babylon to look at said custom property on a material by material basis to feed that lightmap through? I can’t see a reason we’d want both a lightmap and a subsurface texture on our environments. For the record I am not a coder and ask this question as an environment artist.

I think this post should help you: