When light should stay out.
KHR_materials_unlit is a material decision, not a lighting trick. The asset asks the viewer to use
base color, alpha, and vertex color while ignoring the PBR lighting model. A moving key light makes the boundary visible.
Building three panel materials and a loader-parsed unlit asset…
- backend
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- unlit mats
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- material types
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- focus
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- frame ms
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The loader will map KHR_materials_unlit to an unlit Three.js material.
waiting
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The extension is a boolean preference for unlit shading. Compatible clients use base color, alpha, and vertex colors; PBR properties exist as fallback data for clients that do not support the extension.
The study uses GLTFLoader's native KHR_materials_unlit path and tracks every loaded resource for explicit release.
Derived from the official glTF loader example, GLTFLoader, MeshBasicMaterial, and the Khronos KHR_materials_unlit contract. Use ?forceWebGL=1 to inspect the labeled WebGL2 reference.
The renderer or loader could not create the study.