diff --git a/packages/frontend/src/world/room/previewEngine.ts b/packages/frontend/src/world/room/previewEngine.ts index 917f81e345..888e68e9c7 100644 --- a/packages/frontend/src/world/room/previewEngine.ts +++ b/packages/frontend/src/world/room/previewEngine.ts @@ -256,17 +256,11 @@ export class RoomObjectPreviewEngine { if (mesh.material) { if (mesh.material instanceof BABYLON.MultiMaterial) { for (const subMat of mesh.material.subMaterials) { - if ((subMat as BABYLON.PBRMaterial).subSurface.isRefractionEnabled) { - (subMat as BABYLON.PBRMaterial).transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND; - } (subMat as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor; (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 (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 } } else { - if ((mesh.material as BABYLON.PBRMaterial).subSurface.isRefractionEnabled) { - (mesh.material as BABYLON.PBRMaterial).transparencyMode = BABYLON.PBRMaterial.PBRMATERIAL_ALPHABLEND; - } (mesh.material as BABYLON.PBRMaterial).reflectionTexture = this.envMapIndoor; (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 (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