As a way to save memory with lightmaps, a variant of DXT5/BC3 uses RGBM instead of RGBA to encode HDR content. http://www.ludicon.com/castano/blog/2016/09/lightmap-compression-in-the-witness/ In a shader it would be reconstructed as: ``` float4 data = Texture.Sample(sampler, uv); data.rgb = data.rgb * data.a * 5.0; data.a = 1.0; ```