THREE.JS / MATERIAL CONTRACT
Light travels beneath the surface.
The official example injects a scattering response into Blinn–Phong lighting using SubsurfaceScatteringShader, an albedo map, and a thickness map. This local contract keeps that shader/material topology visible with deterministic textures and three comparison specimens.
ReadyWEBGL2 / SSS
Preparing the thickness response.
- material
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- profile / map
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- thickness
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- dist · ambient · atten
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- material version
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- sample avg / p95
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This is a deterministic shader/material contract, not the official FBX bunny, JPEG maps, Stats/lil-gui presentation, or pixel composition. External asset loading, exact page fidelity, device performance, backend parity, context-loss stress, and whole-example fidelity remain separate boundaries.
Sources: official subsurface-scattering example · shader module docs