diff --git a/public/js/render/board3d/scene.js b/public/js/render/board3d/scene.js index 502b7806..50afc8ce 100644 --- a/public/js/render/board3d/scene.js +++ b/public/js/render/board3d/scene.js @@ -37,7 +37,12 @@ export const LIGHTING = Object.freeze({ key: { color: 0xfff1df, intensity: 2.6, dir: [-5.2, -3.4, 10] }, hemi: { sky: 0xe4ecf4, ground: 0x4a5058, intensity: 0.6 }, env: 1.0, - emissive: 0.25, + // MT_autochess._EmissionColor = (1,1,1) and MT_autochess_common._EmissionColor = 0.5588, both with an + // _EmissionMap — the official board is emissive, not lamp-lit. boardMaterial's own default is 1 (its emissive / + // emissiveMap come straight from those two materials); LIGHTING.emissive used to scale it down to 0.25, which is + // what made our board read darker than the official render (issue #549). decalMaterial (the _common atlas) keeps + // the official 0.559 of its own. + emissive: 1, roughness: 0.78, shadow: { size: 2048, radius: 3, bias: -0.0004, normalBias: 0.025 }, exposure: 1.0,