Runtime Beast Lightmap (array) intensity variation through the Alpha RGBA data of EXR

Hello there,

I have a game level with dual lightmaps, like 45 near and 45 far EXR.
It seems there is a RGBA encoding on these EXR.
I guess the Alpha may contains extra luminosity datas ? maybe ? like being able to vary over 8 levels of luminosity ?

Though I have no idea if being able to modify the whole array of lightmap “exposure” in runtime would be possible, if yes how ?!

Beast lightmap handling in runtime seems not very discussed really on the forum, any help would be appreciated.

Thank you very much !
SMaX

One thing you could do is take the provided shaders that you use in your scene, replace them with the same shaders with an added exposure field, and have a script that sets the exposure on all the materials in the scene at once