//! Material baking: transfer a source surface's appearance onto a proxy's UVs.
//!
//! Material casting without evaluating materials:
//!
//! 1. Rasterize the destination mesh in UV space ([`raster`]).
//! 2. Ray-cast each sample to the source surface ([`correspondence`]) — the reusable,
//! serializable "where did this texel come from" buffer.
//! 3. Either ask the host to evaluate its real materials at those points
//! ([`bake_with_host`], point-evaluation mode) or move texels from host-flattened textures
//! ([`bake_flattened`], for hosts that pre-flatten materials to textures).
//! 4. Convert world-space normals to the destination's MikkTSpace frame, resolve
//! supersampling and dilate into gutters.
//!
//! Displacement (signed distance along the normal) is pure geometry and is produced here.
pub use ;
pub use ;
pub use compute_tangents;