What is considered good practice for knowing whether a texture is present or not in a HLSL shader?
I use a single texel white texture (in case no diffuse/specular texture is present). Therefore, the diffuse/specular color is fully determined by a single diffuse/specular RGB coëfficiënt (multiplied with the texture color = noop). Unfortunately, this does not work for normal maps (unless of course I redefine the meaning of a normal map) or some other maps. Should one therefore have a uint in some constant buffer interpreted as a set of flags? Or is there some syntactic sugar available for this?