Make irradiance move.
Capture eight corner probes once, then sample their nine SH coefficients as a target moves through the volume. Fixed, nearest, and trilinear policies make spatial irradiance visible without depending on the WebGL-only LightProbeGrid.
Preparing eight corner captures and one active LightProbe.
- sampler
- -
- target
- -
- cell
- -
- active mode
- -
- probes
- -
- graph builds
- -
- capture faces
- -
- bake ms
- -
- draws
- -
- triangles
- -
- CPU avg
- -
- CPU p95
- -
Sampling updates one active LightProbe; changing sampler or lighting model waits for an explicit context rebuild.
The active probe has not been populated yet.
Eight cube captures, eight SH fields, and one active probe are tracked separately.
- bake faces
- -
- bake ms
- -
- SH updates
- -
- frames
- -
- CPU avg
- -
- CPU p95
- -
Bake the field before comparing sampler cost and visual continuity.
Official LightProbeGrid provides position-dependent diffuse
GI but currently requires WebGLRenderer. This route keeps the
capture and SH interpolation layer explicit so the same active
LightProbeNode path can run through WebGPU and forced WebGL2.
Use ?forceWebGL=1 for the WebGL2 backend.