{
  "asset": "LeafSet019",
  "size": [
    2048,
    2048
  ],
  "nativeLayout": true,
  "origin": "bottom-left UV / top-left pixels",
  "fullSheetUV": [
    0,
    0,
    1,
    1
  ],
  "addressMode": "Clamp to edge",
  "maps": {
    "Color": "LeafSet019_2K-JPG_Color.jpg",
    "Displacement": "LeafSet019_2K-JPG_Displacement.jpg",
    "NormalDX": "LeafSet019_2K-JPG_NormalDX.jpg",
    "NormalGL": "LeafSet019_2K-JPG_NormalGL.jpg",
    "Opacity": "LeafSet019_2K-JPG_Opacity.jpg",
    "Roughness": "LeafSet019_2K-JPG_Roughness.jpg"
  },
  "suggestedRegions": [
    {
      "region": 1,
      "pixelBoxTopLeftXYXY": [
        572,
        120,
        1472,
        568
      ],
      "uvBoxBottomLeftUVUV": [
        0.279296875,
        0.72265625,
        0.71875,
        0.94140625
      ]
    },
    {
      "region": 2,
      "pixelBoxTopLeftXYXY": [
        148,
        628,
        1852,
        1260
      ],
      "uvBoxBottomLeftUVUV": [
        0.072265625,
        0.384765625,
        0.904296875,
        0.693359375
      ]
    },
    {
      "region": 3,
      "pixelBoxTopLeftXYXY": [
        72,
        1304,
        1920,
        2008
      ],
      "uvBoxBottomLeftUVUV": [
        0.03515625,
        0.01953125,
        0.9375,
        0.36328125
      ]
    }
  ],
  "regionMethod": "Disconnected opacity regions detected at 512px, expanded by 12 native pixels. Suggestions may combine overlapping silhouettes; use the original full-resolution opacity for final cutout edges.",
  "usage": [
    "All source maps share the same UV layout. Do not tile this sheet.",
    "Use Color in sRGB; opacity, normal, roughness, metalness and height as non-color data.",
    "Opacity: black transparent, white opaque. Use alpha clip or alpha blend and enable two-sided shading for foliage cards as needed.",
    "Map a quad over the whole sheet, or cut UV islands around individual objects. Preserve transparent gutters and use edge-aware mipmaps.",
    "NormalGL uses +Y, NormalDX uses -Y. Select the convention required by your renderer.",
    "Height is not geometry; keep displacement modest. Scattering maps are optional shader controls."
  ]
}
