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
—
profile / map
—
thickness
—
dist · ambient · atten
—
material version
—
sample avg / p95
—

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