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For 3D scans that just produce color (as opposed to more advanced ones that also produce roughness/metalness maps), they really aren't physical since the lighting and shadows have become mixed up with the material color. For these I would recommend using the glTF KHR_materials_unlit extension, which will simplify our shaders used in rendering and ignore applied lighting entirely.

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@elalish
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@salmanmaq
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@elalish
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@salmanmaq
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@salmanmaq
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Answer selected by salmanmaq
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