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Update engine.ts
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@@ -1225,10 +1225,12 @@ export class RoomEngine {
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for (const subMat of mesh.material.subMaterials) {
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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).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).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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}
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} else {
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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).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).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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}
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}
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}
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}
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}
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}
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