Where indirect light comes from.
Keep one PBR surface, then trace environment radiance, probe irradiance, and baked light-map irradiance through the lighting context. The custom models make the native physical split visible instead of treating IBL as one opaque texture.
Preparing a generated PMREM, diffuse LightProbe, and light-map context.
- Material
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- Lighting model
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- Indirect context
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- Source contract
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- Lights list
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- Graph builds
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- Draw calls
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- Triangles
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- CPU avg
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- CPU p95
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- Texture memory
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- Context cache
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Gain and AO controls update uniforms; model and source ownership changes wait for an explicit rebuild.
Native PBR reads irradiance for diffuse response and radiance/IBL irradiance for roughness-aware specular response.
The source panorama, cube capture, PMREM, LightProbe, and lightmap have not been created yet.
Official context split: EnvironmentNode adds
radiance and iblIrradiance; probes and light maps
add irradiance. The custom IBL model is intentionally a
context study, not a replacement for the full physical BRDF. Use
?forceWebGL=1 for WebGL2.