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@@ -1023,6 +1023,7 @@ export class RoomEngine {
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//if (m.material) (m.material as BABYLON.PBRMaterial).ambientColor = new BABYLON.Color3(1, 1, 1);
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if (m.material) {
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(m.material as BABYLON.PBRMaterial).reflectionTexture = this.enableReflectionProbe ? this.reflectionProbe.cubeTexture : this.envMapIndoor;
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(m.material as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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}
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if (this.enableReflectionProbe) this.reflectionProbe.renderList!.push(m);
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}
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@@ -1088,9 +1089,11 @@ export class RoomEngine {
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if (mesh.material instanceof BABYLON.MultiMaterial) {
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for (const subMat of mesh.material.subMaterials) {
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(subMat as BABYLON.PBRMaterial).reflectionTexture = this.enableReflectionProbe ? this.reflectionProbe.cubeTexture : this.envMapIndoor;
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(subMat as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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}
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} else {
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(mesh.material as BABYLON.PBRMaterial).reflectionTexture = this.enableReflectionProbe ? this.reflectionProbe.cubeTexture : this.envMapIndoor;
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(mesh.material as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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}
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}
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}
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@@ -1291,7 +1294,7 @@ export class RoomEngine {
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}
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private turnOnRoomLight() {
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this.roomLight.intensity = 300000;
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this.roomLight.intensity = 150000;
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this.envMapIndoor.level = 0.3;
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}
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@@ -1680,9 +1683,11 @@ export class RoomObjectPreviewEngine {
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if (mesh.material instanceof BABYLON.MultiMaterial) {
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for (const subMat of mesh.material.subMaterials) {
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(subMat as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
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(subMat as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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}
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} else {
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(mesh.material as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor;
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(mesh.material as BABYLON.PBRMaterial).useGLTFLightFalloff = true; // Clustered Lightingではphysical falloffを持つマテリアルはアーチファクトが発生する https://doc.babylonjs.com/features/featuresDeepDive/lights/clusteredLighting/#materials-with-a-physical-falloff-may-cause-artefacts
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}
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}
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}
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