local-extract: derive the board normal map from both layouts a client holds — BC5 (R = X) and DXT5nm (A = X, R = 1), read as Unity unpacks them (x = R·A); a client with the older map_autochess bundle got Z = 0 everywhere and a grey 3D board
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@@ -1,8 +1,8 @@
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// render/board3d/materials.js — three.js materials of the official board scene (DESIGN §15). THREE is injected
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// (the renderer loads /vendor/three.module.js; Node tests pass the npm package).
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//
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// MT_autochess → MeshStandardMaterial: albedo TX_autochessi_D (sRGB), normal TX_autochessi_N (BC5 → RGB,
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// tools/local-extract DERIVED), roughness 1 − smoothness of TX_autochessi_M (DERIVED), metal 0,
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// MT_autochess → MeshStandardMaterial: albedo TX_autochessi_D (sRGB), normal TX_autochessi_N (BC5 / DXT5nm →
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// RGB, tools/local-extract DERIVED), roughness 1 − smoothness of TX_autochessi_M (DERIVED), metal 0,
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// emission TX_autochessi_E (_EmissionColor white), vertex colours = baked AO / tints
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// MT_autochess_common → device plates of TX_autochessi_common_D, alpha test 0.408, emission _E × 0.559
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// MT_autochessi_BG → unlit TX_autochessi_BG × 0.713 (Torappu/Unlit/Texture, _Color)
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