0.2.6-dev: the official battlefield scenes use the extracted light at full strength — SCENE_LIGHT direct and indirect 1 instead of 0.2.5's eye-tuned 0.8 / 0.4 (GitHub #549, the light half of PR #554 by xcdoge; its emissive change to the metal board is not taken); DESIGN §31.7; golden: unchanged
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@@ -349,9 +349,11 @@ export function smogMaterial(THREE, tex, focus) {
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* not reproduced: the albedo is lit by the baked indirect light of the scene's lightmap plus the scene's key light
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* masked by its baked shadow, in linear light (Unity's Shadowmask lighting mode). `range` — the linear light a lightmap
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* texel of 1.0 stands for when scene.json has no lightRange; [ASSUMED] `ambient` — the light of a mesh without a
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* lightmap page; `direct` / `indirect` — gains of the two terms (1 = the scene's own values).
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* lightmap page; `direct` / `indirect` — gains of the two terms, both 1: the scene's own values (the key light's
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* `light.intensity`, and the lightmap's baked linear light, whose texel is (L / lightRange)^(1/2.2)). Anything below 1
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* darkens the board against the official render — 0.2.5 had 0.8 / 0.4 tuned by eye (GitHub #549, PR #554 by @xcdoge).
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*/
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export const SCENE_LIGHT = Object.freeze({ range: 8.0, ambient: 0.2, direct: 0.8, indirect: 0.4 });
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export const SCENE_LIGHT = Object.freeze({ range: 8.0, ambient: 0.2, direct: 1, indirect: 1 });
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const colorOf = (info, key, fallback = [1, 1, 1, 1]) => {
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const c = info && info.colors && Array.isArray(info.colors[key]) ? info.colors[key] : fallback;
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