- environment
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- background
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- mix
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- procedural
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- filters
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- updates
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reference() nodes keep GUI-owned values live while the graph stays compiled.
The current WebGPU environment example treats image-based lighting as a node graph: mix filtered panoramas, add a procedural contribution, then apply hue, saturation, intensity, rotation, and background blur without rebuilding the scene.
Creating two typed-array panoramas and a node-owned environment/background graph.
reference() nodes keep GUI-owned values live while the graph stays compiled.
Generated equirectangular DataTextures stand in for the official HDR assets so the route is repeatable offline.
WebGL2 keeps a direct PMREM scene environment; the custom adjustment node graph is WebGPU-only.
Two independently rotated filtered panoramas blend through a live reference node.
A normal-derived color field can be blended into the image-based environment.
Color operators modify the final environment node used by both lighting and background.
The background samples a different direction node and can receive a context-provided mip level.
Live sliders should update reference nodes without rebuilding the material graph.
This is a focused adaptation of the official EnvMap Adjustments example: generated panoramas replace the exact HDR/helmet assets, while the node ownership and adjustment contracts remain explicit. The forced WebGL2 route is a direct PMREM reference, not a claim of node-graph parity. Whole-example fidelity remains separate.
Sources: official EnvMap Adjustments example · EnvironmentNode · Scene · TSL · PMREMGenerator