Most efficient way to store "material" properties geometry pass, to the light pass.

Alright, thanks for the reply. I expected this was the only way to determine the property of a particular fragment in the light pass. I added another texture to be stored on the g-buffer, performance loss was minimal. (0.1 - 0.3 %)

Your point on using integers is a good idea, till now I used var > value due to rounding problems as you said.

Fredrick