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Update previewEngine.ts
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@@ -256,17 +256,11 @@ export class RoomObjectPreviewEngine {
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if (mesh.material) {
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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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if ((subMat as BABYLON.PBRMaterial).subSurface.isRefractionEnabled) {
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(subMat as BABYLON.PBRMaterial).transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
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}
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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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(subMat as BABYLON.PBRMaterial).anisotropy.isEnabled = false; // なんかきれいにレンダリングされないため
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}
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} else {
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if ((mesh.material as BABYLON.PBRMaterial).subSurface.isRefractionEnabled) {
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(mesh.material as BABYLON.PBRMaterial).transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND;
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}
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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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(mesh.material as BABYLON.PBRMaterial).anisotropy.isEnabled = false; // なんかきれいにレンダリングされないため
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