THREE.JS / FOUNDATIONS 106
Build before the frame.
TSL keeps a material graph portable across WGSL and GLSL. The remaining production question is when that graph becomes a shader: on first render, or during an explicit async prebuild.
Initializing
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Preparing a PBR node graph and its scene lighting contract.
- Mode
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- Meshes
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- Graph count
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- Lights
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- Compile ms
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- First frame
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- Longest frame
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- Draw calls
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Compilation matrix-
The selected scene lighting and environment are configured before compileAsync.
TSL graph contractportable shader intent
uv()->noise->colorNode->PBR lights + IBL
One MeshStandardNodeMaterial owns one shared graph; mesh count changes do not duplicate the graph.
Node compilation study unavailable.
Compare first-frame and longest-frame deltas. The official async-compilation example uses the same prebuild-versus-on-render boundary; try ?forceWebGL=1 for the GLSL backend.
LAB 106 / NODE COMPILE BUDGET