. Built my first complex material with Photoshop
. Converted all layers into RAW
. TextureBuilder changes
 => Added helper to load RAW files
 => Added "bLinearize" option in convert params to allow sRGB => Linear conversion
 => Added flag to pack normals as 0.5 * (Normal + 1) (totally forgot that shit!)
 => Added helper to concatenate several Converted TBs into a single Texture2DArray
. Added support for PRS on objects
. GeometryBuilder changes
 => Added a subdivided plane builder
 => Added a planar mapper
. Displayed the ZBuffer of my first deferred scene containing a sphere over a plane (yay!! ^^)

. Found a great generalization for the materials
 => I add the following problem: how to treat a transparent coating layer since its mask must be at 100% but its diffuse must NOT hide any of the layers below (transparent coating!)
 => I found the elegant solution of associating an "extinction" value to the coating material. Like a second alpha if you will, that will tell how the diffuse should be used.
  -> For extreme extinctions (i.e. opaque materials) then diffuse is immediately set to the diffuse of the layer
  -> For low extinctions (i.e. transparent materials) then diffuse only slightly colors the layers beneath the current layer => It works like a fog and it's awesome!!
  -> That also means we need to manage IOR on materials as well as an optional "diffusion" process that will simply be a mip bias for the layers beneath !!

So happy! Can't wait to test the whole thing tomorrow because, after all, I almost passed an entire day on a single texture! UU'