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Often, normal and color textures are stored in different formats; GLTF, in turn, allows you to explicitly specify the normal texture (and more). Why not take advantage of this?Make one rip.

One can easily note that that color textures have prefix "BC3_UNORM_RGBA", normal textures have prefix "BC1_RGBA_UNORM_BLOCK". so you can open runtime config and fill "Color tex filter list" and "Normal tex filter" fields

Also "GLTF2.0 Single File" mesh output format must be selected.Now after rip we have slots for normal and color textures in blender

And them already linked in Principled BSDF tab

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