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Trade: rework metallic/roughness packing.
Turns out glTF doesn't actually put metalness into R and roughness into G, even though the naming suggests that. This was done originally, but then they changed that in order to be compatible with UE4 and allow for a more efficient storage of an occlusion map. Because this feels extremely arbitrary, the docs have added rationale for each of the packing variants, and I'm also renaming the packed attribute and checks to imply the red channel isn't used.
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